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KORPS HARTENEK GAME A simple campaign game covering Operation BAGRATION (Slutsk axis) 27 June – 7 July 1944 By Martin S. Pike

Korps Hartenek

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KORPS HARTENEK GAME

A simple campaign game covering Operation BAGRATION (Slutsk axis)

27 June – 7 July 1944By

Martin S. Pike

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Eastern Front 1944

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Theatre of Operations - Byelorussia

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Order of Battle Army Group Centre

AGC Res: 20 Pz, 14ID, 4xSecD 3rd PzArmy: 8xID, 1xKD(D), 2xAG Bdes

3 Korps HQ (IX, LIII, VI)

4th Army: 9xID, 2 PzGrD (18 & 25), 2 Korps HQ (XXXIX PzK, XII)

9th Army: 10xID 3 Korps HQ (XXXV, XXXXIPz, LV)

2 Army: 3xID, 1 KD (E), 1 AG Bde, 2 Cav Bdes 3 Korps HQ (VIII, XX, XXIII)

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Front line22 June 1944

3PzA

4A

9A

Vitebsk

Orsha

Mogilev

Bobruisk

2A

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Soviet Order of Battle (1)

1st Baltic Front: 4th ShA (4xRD, 1xRB, 1xTR), 6 GdA (11xRD, 2xTB, 2xTR, 2xAGR), 43A (8xRD, 3xTB, 1xTR) Front Res: 1st TC, 1xRD, 1xTR, 1xAGR

3rd Byelorussian Front (Vitebsk axis): 39 A (7xRD, 1xTB, 2xAGR) 5 A (9xRD,2xTB,5xAGR)

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Front line22 June 1944

3PzA

4A

9A

4Sh 6GdA

43A39A

5A

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Soviet Order of Battle (2) 3rd Byelorussian Front (Borisov axis):

31 A (8xRD, 1xTB, 4xAGR) 11 GdA (9xRD, 2nd Gd TC, 1xTB, 4xTR, 1 AGBde.

2xAGR) 5 GdTkA (29TC, 3GdTC, 14 GdTR) Front Res: Osilkovsky Cav-Mech Grp (3 GdCC, 3 MC)

2nd Byelorussian Front 33 A (3xRD) 49A (11 RD, 2xTB, 1xTR, 6xAGR) 50A (8xRD, 2xAGR) Front Res: 2xTB, 1xTR

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Front line22 June 1944

3PzA

4A

9A

4Sh 6GdA

43A39A

5A11GdA

5GdTA

31A

33A

49A

50A

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Soviet Order of Battle (3)

1st Byelorussian Front 3 A (13xRD, 9th TC, 5xTR, 1xAGBde, 7xAGR) 48 A (9xRD, 1xFRgn, 2xTR, 3xAGR) 65A (8xRD, 1xRB, 1st GdTC, 1xTR, 4xAGR) 28 A (9xRD, 1xTR, 4xAGR)

Front Res (Both axes): Pliev Cav Mech Grp (4GCC, 1MC), 2xGdCC(2 Gd, 7Gd), 2xTC (8GdTC, 11TC)

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Front line22 June 1944

3PzA

4A

9A

4Sh 6GdA

43A39A

5A11GdA

5GdTA

31A

33A

49A

50A

3A

48A

65A28A

61A

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Soviet Operation Bagration June-July 1944

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Historical Background Key Points(1)

Vitebsk, Orsha, Mogilev and Bobruisk designated as fortified cities.

German Army and the Soviet Army to that point were reliant on re-supply via roads and railways.

Hitler’s “fortified cities” blocked the main transport and re-supply hubs.

However, Lend/Lease trucks had given the Soviet Army a mobility and cross country re-supply capability they had hitherto lacked.

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Historical Background Key Points(2)

Fortified places (festerplatz) routinely criticised by historians.

The German High Command’s (OKW) strategy was to deny the Soviet forces freedom of manoeuvre by starving them of supplies.

Forward detachments would then be rendered impotent and destroyed.

Given limitations of re-supply. Use of fortified zones on communication hubs makes much more sense, except that they were not fortified or garrisoned.

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Historical Background Key Points(3)

The initial penetrations of the front cut off pockets of German units at Vitebsk, East of the Berezina river and Bobruisk.

Soviet Forward Detachments, exploited the penetrations and rushed ahead of the mobile forces.

Germans had to scrape together forces to combat the advancing enemy troops including training, security and police units.

This is the background for the game concentrating on the corridor south of Minsk and heading west to Slutsk.

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Slutsk Operational Axis

Slutsk

Baranovichi

Naliboka Forest

Bobruisk

Ossipovichi

Marina Gorka

Cherven

Stolpce

MINSK

Dzerzhinsk

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1Gds TC

Pliev’s CavMech Grp

9th TC

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Bobruisk

Sluzk

Glusk

4 Cav Bde9AWS

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Game Concept Korps Hartenek Takes a small section of Operation Bagration isolated by

geography and time.

Simple campaign system for mini-campaign based on 2 decks of cards and stylized map with nodal movement.

Tactical battles (table top, board game or simple combat resolution system to maximise campaign)

Simple logistics system using 3 classes of supply (rats (rations), ammo, fuel).

Careful victory conditions which are achievable by both sides regardless of the overall catastrophic strategic loss by the Germans. (Don’t lose as badly as history!)

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Game Concept (2)

Play proceeds alternatively with Soviet player going first.

Each player declares an “action” which may involve using up to three cards each.

Opposing player may counter an action with a suitable card.

If the action is not countered, it is carried out and any movement and/or combat resolved.

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Slutsk Operational Axis

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Initial Game Start The following ALCs are laid out and are

active at start up: Glusk, Starya Dorogi, Marina Gorka, Baranovichi.

Place 9AWS and 1GTC(FD) in Starya Dorogi and Glusk respectively.

Deal initial hand of 10 cards. Return enemy force cards to the deck. Place German forces in active ALC or ALC in

hand. Note restrictions on deployment. Soviet forces may only be placed in Glusk.

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Game Sequence of Play

Deal 3 cards plus 1 for each active HQ (ie HQ on the board) to each player.

Soviet player takes an action as defined below. If not countered by a German action, both sides resolve any

combat which results from the Soviet action. German player takes an action If not countered by a Soviet action, both sides resolve any

combat which results from the German action in 5. Alternate taking actions until both sides pass. Deduct 1 Ration for each unit which accounts for supplies. Start again at 1 for the next turn.

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Deck of Cards (2xDecks Playing Card)

Area Location Cards (ALCs)

Force Cards

Event Cards

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ALC Cards

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ALC Card (Glusk)

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Glusk ALC Glusk (AC D2)

Active on initial set up and controlled by the Soviets, this town is a road hub but many are secondary in nature or deteriorate rapidly. Glusk itself is small, being not much larger than a village. Located on the River Ptich, it is surrounded by dense forest and marsh. Movement into and out of the area is restricted to the road.

a. +3 to defence

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ALC Card (Slutsk)

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Slutsk ALC Slutsk (7H D1) A road and rail hub, it is protected to the East by the

River Slutcz which runs in a semicircle around the town. A tributary to this protects the town to the South before heading North-West and crossing the main East-West road 2 kms West of Slutsk. There are extensive marshy areas throughout the whole basin which is also cut by many water courses. Mechanised movement off road and rail is very limited.

a. +5 to defence

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Event Cards

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German Forces

Bergen Blocking Formation: - 390 Feldausbidungs Div HQ, plus misc units.

12 PzD, 4 PzD, 28 Jg Div, 507 SchwerePzAbtKorps Hartenek: 9 AWS, 4 Cav Bde, 37 Sec Rgt, 474

PzJg Abt, 904 StuG BdeKG Hoffmeister: 533 GR (2Bns)+KG Meinecke: Bn Feldherrnhalle Div+.SS Police Bn 316 (speculative)Hungarian: 1st Cav Div, 5th Res Div

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Soviet Forces - Elements of 3rd, 28th and 65th Armies1st Gds TC.

Pliev Cav-Mech Grp: HQ plus 4GCC, 1MC.

18th RC: HQ plus 37th GRD, 44th GRD, 69th RD.

105th RC: HQ + 3 divs on playing an event card on fall of Bobruisk.

20th RC: 20th RD, 48th GRD, 55th GRD - Enters in Lyuban on fall of Timkovichi.

35th RC: HQ+ 3 divs on playing an event card after the fall of Bobruisk.

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Force Cards

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Mobilizing of Soviet Forces The Soviets mobilized their infantry units by

mounting troops on tanks and assault guns in mobile armoured columns.

The T34 and Assault Guns could take 5 men on its aft deck. (1 or 2 Rifle company(s) (100 men) per tank or assault gun rgt of 21 or 42 AFVs.)

The T70 light tank could take 3 men. Average strength of Rifle Bns at this time was

350-400 men in 3 rifle companies.

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Actions

Play one or more cards as an action (max 3). Move one unit from one ALC to another.

Attack one ALC from another. This action will reveal an un-activated ALC and expend 1 ammo.

Return a card to the deck for supplies. Counter an enemy action with a card held in

the hand. Absorb a forward detachment or KG.

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Actions (2)

Return a card (or multiples) to the deck on ratio of 2 to 1 and draw a new card(s).

Return 1 ALC to search pack and retrieve an HQ Card of choice. Shuffle pack on completion. If the opposing player holds the card he must surrender but is compensated. HQ is placed immediately on an active ALC.

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Movement (1)

Move on road from one ALC to another but must pass a die roll to succeed.

Main roads are brown (no modifier), secondary roads are red (+1 modifier).

Die roll for successful move: Mechanised 5 or below Cavalry 4 or below Infantry 3 or below

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Movement (2)

Various modifier such as blown bridges +2 movement modifier.

Event cards for engineering works like “Build Bridges” or “Blow bridges”. Played as an action.

Cross country movement (an action card) which permits to an ALC without a road, has +2 movement modifier for mobile forces and +1 modifier for cavalry and infantry.

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Movement (3)

All movement results in expenditure of rations and fuel.

Night movement doubles the logistics cost of movement and has a +2 movement modifier.

Placing an ALC from the hand allows a free move from forces in adjacent ALC.

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Victory Conditions (1)

Whole campaign was a crushing strategic victory for the Soviet Forces.

Must determine tactical and operational level objectives which will determine game victory or defeat for both sides.

Victory is therefore determined by setting 5 cumulative objectives for the Soviet forces and a timescale to achieve them.

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Victory Conditions (2)

1. Complete encirclement of German Bobruisk grouping by cutting roads west and north of Bobruisk. Compete by night of 27/28th June (Turn 4).

2. Complete destruction of German Bobruisk Grouping by preventing breakout and reducing the pocket (Event Card) by dawn on 30 June (End of Turn 12).

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Victory Conditions (3)

3. Drive Westwards and cut the main Baranovichi to Minsk rail line by dawn 2 July (Turn 20).

4. Drive NW from Bobruisk to Minsk and capture Chevren thus severing the last road link from Berezino to Minsk and cutting off all of 4th German Army by evening 2 July (Turn 23).

5. Capture the main road and rail centre of Baranovichi by dawn 8 July (Turn 44).

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Level of Victory

Level of Victory Game Victory

Overwhelming Crushing victory

Start level of victory

Major Strategic Victory Decisive Soviet Victory

Strategic Victory Major Soviet Victory

Major Victory Minor Soviet Victory

Victory Minor German Victory

Minor German Defensive success

Major German Victory

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General Gustav Harteneck General of Cavalry (3 star)

Joined 5th Royal Bavarian Chevau-legers in 1914 as volunteer.

Won both iron crosses during WW1. Retained in Reichswehr in 17th Bavarian

Cavalry Rgt. Staff appointments in 30s. Lt Col in 1937. Staff appointments on outbreak of war until

Feb 1942. Promoted General Major (1 star) Feb 1942. Promoted to Lt General (2 star) in Apr 1943 Early 1944 72nd Inf Div until June 1944 Appointed as Commander 1st Cavalry

Corps June 1944. 1 Sep 1944 promoted to Gen of Cav.

Awarded Knight Cross of the Iron Cross 21 Sep 1944

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Game Availability

The game was published in Miniature Wargames 387 in July 2015 and is available on the Download page as shown below:

https://www.tabletopgaming.co.uk/historical-games/information/downloads/

Enjoy the game if you chose to play it.

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The End

From top left clockwise: German Cavalry, Russian JSII tank, German grenadiers, German uniforms 1944, Hungarian infantry, German Tiger Tank, Russian SU152 Assault Gun.