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Stalin’s War – Series Replay

 
Axis: Don Clarke

Allies: Paul Horvath

Developer’s Commentary: Paul Marjoram

This is for those of you who, like us, miss the old-style Series Replay articles that used to be found in The General.
Besides, we hope, being fun to read, it will also provide a further example of how to play, complete with ideas
regarding strategy and tactics. The game is between the two lead playtesters for the game during the development
process, and besides their comments I will also offer an occasional developer’s commentary (written with the
benefits of hind-sight, with the effect of making me sound wiser than I am, whereas the player comments were
written as the game progressed). We start with the views of the players as they inspect their initial hands.
 
Directives from The Bunker – Axis initial thoughts
Initial Axis hand:

The card draw seems good. No Steppe Fox though. A shame, because Rommel makes a real difference in the south.
The two 4s are a welcome bonus. Of the two, Hedgehogs will certainly be played as OPS – I hope I won’t be
needing trenches for some time! Winter Uniforms however, now there is a real choice to be made. If played as OPS
I won’t see the card again before the end of turn 2, after which the event becomes unplayable. I’m unsure how
critical play of Winter Uniforms might be for the Axis long game, but I’m going all out for an auto-victory, so the
funds that would have bought boots and greatcoats are going to be diverted to fuel and ammunition!

Luftwaffe Support and Panzer Refit are very nice draws. Panzer Refit will do nicely in the middle-to-late summer
when the Wehrmacht needs to pause to rest and re-organise (and reset the consecutive OPS marker!), and Luftwaffe
Support will be welcome in the Fall, played when the mud halts OPS. I’ll be keeping both of those. Convoy PQ17
needs to come back later, when I really need to stifle the Soviet offensive potential, and Kleist has also arrived
ahead of his time. Both of those will be discards prior to the summer turn.
The view from Moscow - Soviet initial thoughts:

Initial Soviet hand:

The initial Soviet defense in Stalin’s War is very similar to other eastern front games in that there is a choice
between saving space or saving units. (It is trickier in this game because you might not be able to retreat all, or even
most, of your units, even if you want to, due to the restrictions on how many OPS you have.) The third element is
time, trying to slow the Germans down. I will try to maximize the amount of actions it takes for the Axis to advance
by sometimes giving up units, and sometimes giving up space.

Another choice that often needs to be made is whether to try to retreat and save the two-step Fronts which are
replaceable, or the mech. armies, which are permanently lost. You need as many units with ZOCs as possible to
survive, so these units are both critical. I have gone back and forth and I am still not sure which is the preferred unit
to save, so I will base most of my decisions on what position the units are in at the time.

Another consideration is to try to limit the Axis turn 2 progress by keeping OOS units alive on key railheads if
possible. This can sometimes limit the movement of the panzers because they need to stay within 4 hexes of a rail
supply source. Another trick along these lines is in Odessa. Axis ZOC does not extend into fortresses, so you can
pop a unit out of Odessa into 1828 and sometimes cut the supply of some Axis units.

The most important thing is to try to keep units out of hexes that can be exploited. Every exploitation can destroy
Soviet defenses, so you need to assume the Germans will blitz out of every exploitable hex and try to set up your
defenses accordingly. You can’t leave every exploitable hex in turns 1 or 2, but try to keep them too far west to be
able to destroy your front line.

Developer’s commentary

Not much to argue with there. It sounds as if Don has set his heart on going for the Axis AV. Paul is well-aware of
the need to trade space for time, or units for time if necessary. A forward defense will not work in this game! Both
players have decent hands, so let’s see how it plays out.
 
Directives from The Bunker: Turn 1, June 1941, Axis Round 5
Now to plan the assault. I like 4 OPS in the opening salvo to properly clear the way for the panzers. Infantry only
attack 1920 (Vilna) to ensure no losses to the panzers. Similarly at 1723. The tanks attack only where it’s absolutely
necessary. Every armoured step loss is a disaster for the Axis. The panzers in 1820 are primed and ready to exploit
from a Blitz at 1821. Having a unit exerting a ZOC at 1723 is very useful to pin a lot of Soviet units in the south.
This will force Paul to expend OPS to move them to safety. The 2-step Soviet mechanised corps in 1821 is a pain. It
means panzers must support the infantry to make sure of its destruction. The Soviet West Front is surrounded and
OOS due to the previous combats. One step loss will be enough to destroy it, since it can’t retreat. Its destruction
opens the way for panzers to exploit north if desired, and I’d like that option. They duly succumb, but in the process
they inflict a loss on the panzers. The subsequent blitzing surrounds Minsk and the Soviet mechanised corps at
1918. These mech. corps are precious in defense, since they prevent an advance by Axis armoured forces on a tied
combat result, so I’m going to take every opportunity to wipe them out.

 
Initial  board  positions  as  the  Axis  spend  4  OPS  for  combat.
 
Figure  After  combat  resolution  the  Axis  is  poised  to  exploit  with  his  armored  units

Developer comment:

This is a very standard opening from Don. Alternatives


include the possibility of pushing even further east
during the exploitation (hex column 22xx, for
example), or exploiting more of the panzers to the
south of the marshes. If, as the Axis player, I find
myself with an initial hand containing only one 4 OPS
card I also often consider opening with a 3 OPS play.
One can achieve a very similar opening position after
the attacks, and is also then guaranteed to have a 4 OPS
card for turn 2, with the possibility of using it to push
as hard as possible then, or of using it for RPs. 4 OPS
cards are particular useful as RPs for the Axis player
since they are the only cards that grant 2 panzer RPs,
and Barbarossa typically only lasts as long as the
panzers do.

Here  is  the  position  after  exploitation  and  the  Soviet  supply  check  
at  the  start  of  their  round  
The view from Moscow: Turn 1, June 1941, Soviet Round 5:

My hand is pretty good, so I am going to save the 4 OPS cards for next turn and play a 3 OPS instead. The choices
now are which units in Axis ZOC to spend OPS on to retreat, whether to save the unit in Minsk by putting it back in
supply, and whether to keep the unit in 1823 alive by keeping it in supply.

I decided to keep as many units in supply as possible to try to slow up the Axis. I could have used the 3rd OPS to
retreat from Riga or strat-move the Marine unit out of Odessa, but I think I will have OPS available next turn when I
play my reinforcement cards, so I tried to potshot a tank in 1922 instead. He is still going to be able to blitz into
2024 and Vinnitsa next turn, which will cut off a number of units, but by making him go through the swamps I am
hoping to slow him down enough that I will be able to set up my first defense along the Dnieper, Kharkov, and
forests in front of Moscow.

 
The  position  after  Soviet  movement,  showing  the  2  OPS  spent  for  movement,  and  a  single  OPS  spent  for  
combat:  
Developer comment
Paul’s play is interesting, choosing to save his 4 OPS cards until next turn, when it may allow him to bank an extra
RP. This allows him to get one fewer unit out of harm’s way than would otherwise be the case. His attack in the
Pripyat marshes, aided by a Combat Card, had a good chance of denting a panzer, and every step loss you can inflict
on those Panzers in like gold-dust, but unfortunately it fails.

Directives from The Bunker: Turn 2, Summer 1941, Round 1

The three new cards aren’t massively inspiring, and the Reinforcement event gives me a small headache. I’d like to
play both Panzer Refit and Reinforcements this turn, but I don’t believe I can afford two rounds away from OPS.
And if Luftwaffe Support is going to be the Rasputitsa play (Fall round 1) then either Panzer Refit or Reinforcements
has to be played as OPS. Or I could sacrifice Luftwaffe Support and play Reinforcements in the summer and Panzer
Refit in the Fall. Hmm… not yet decided.

Defend the Motherland would be an interesting play if I were thinking of the long game at this point, but I’m going
to use it for OPS this round in the drive east. Partisan Sweep isn’t relevant as an event yet, and with an OPS value
of only 2 is likely to be a discard at the end of the turn.

My intention is to play only 2 non-ops cards between now and the end of Fall. This may come back to bite me in the
middle game, but the hope is that there will be no middle game. Because of this, it’s going to be important to
minimize op expenditure each round, but at the same time leave the front in such a state that the Soviets cannot
pause to play RPs.

This round one of my two main objectives is an attack through the marshes in preparation for the capture of Gomel.
This will facilitate panzer movement north and south. Gomel is also the linchpin of the early Soviet defense.
Secondly Army Group South’s panzers need to break out towards Kiev and Rostov, thus creating a kessel in the
Pripet marshes and trapping the Soviet South Front. The final picture sees Kiev and Smolensk in danger of
encirclement, and the possibility of an early crossing of the Dniepr if the gaps along the river aren’t covered.
 
Don attacks 2023 and 1624, placing a Blitz marker after the latter attack to put Soviet units
OOS in the initial supply check of their subsequent round.

:
 
Here’s  the  position  in  the  Center/South  after  that  exploitation  and  the  Soviet  supply  check  

The view from Moscow: Turn 2, Summer 1941, Round 1

My hand is highly unusual. Five 4 OPS cards which means almost all of them from the Blitzkrieg deck. I want to
save at least one of them for next turn to use as an RP and I want to play my two reinforcements this turn. (I don’t
see any way you can stay in the game without playing both during turn 2. I will try to time their use for when I need
the OPS because they both are worth so much.) That leaves playing Zhukov for 2 OPS and either playing Lend
Lease as an event, for four more RPs this turn, for its OPS, or trying to save it for next turn to play for RPs. I would
really like to play it for RPs next turn, (since I already get three free RPs this turn), but it is such a powerful card, I
think I have to use it as an event as early as possible. This strong early hand is going to give the illusion of a good
start, but I will pay for it with weak hands later. Hopefully the Lend Lease OPS will cushion those upcoming hands.

Now I have to decide which reinforcement to play first. It basically comes down to whether you need two Fronts
right away. I don’t think I do, and I want to have the armies take the casualties as much as possible. I am going to
use the 4 OPS to move from Riga, Smolensk, and Kiev, and sea move out of Odessa. The main problem is what to
do in Kiev. I can’t retreat and get both units safely to unexploitable hexes. I don’t think I can leave one unit and get
the other away safely, so I am going to move one to Gomel and maintain a line of ZOCs. I think I am going to move
the Southwest Front to 2126 with the hopes of getting it to Kharkov and then Voronezh alive, and sacrifice a mech
in Kiev. In Riga, I want to get that
Front out because it is often ignored
by the Axis and left to die on the
vine when supply is cut either to
Talinn or at 2618. The choice is
whether to try to hold at 2318 or
2418. If I was going to stay in
Smolensk 2318 would be better, but
then I would have to leave an army
in Riga to avoid being cut off from
2317. I want my armies to take as
many of the losses as possible, since
they are so much cheaper to replace,
so I am pulling back to 2418. I am
also going to try to ease my mech
units towards the south so they can
help me set up my defense around
Stalingrad and the Volga.

My final setup is with the goals of


making sure there is no possible
exploitation and that I have
interlocking ZOCs. This is in order
to not give up ground and force OPS
to be used to attack. I keep my
reserves two hexes back so they will
not be in Axis ZOC if they
successfully attack, and therefore
will not require OPS to move. Also, I
don’t want to have more than one
unit defending hexes where I can’t
retreat to an unexploitable hex. In the
south the one problem is 2126. If
Don attacks and causes only one
damage, then I have to retreat to an
exploitable hex and I will have to use
an OP to pull them back to safety. If
he attacks somewhere else then 2126
End  of  Soviet  Round  1   can be attacked and blitzed the turn
after that. (But I am thinking it is
unlikely that Don will start turn 2
with three OPS rounds in a row. That can really put pressure on the Soviets, but it is also risky if the attack does not
destroy the Soviet line.) Ideally, I can gain a tempo and play an RP and Lend Lease the next two rounds without
having to use OPS.

Developer comment

As Paul suspects, drawing a hand this good may leave him very short of OPS on later rounds. He must certainly
save one of those 4 OPS cards for next turn, and should preferably try to save two of them. However, the latter
option will require him to find a way to take a 0 OPS round, and given the strength with which Don is going to be
pushing for an AV, that may prove very difficult. As it is, Paul focuses much of his forces in the north and center,
attempting to keep the Axis away from the twin prizes of Moscow and Leningrad. The price paid for this is a
weaker line at the Dnepr, but there simply aren’t enough forces to defend everything in strength.
 
Directives from The Bunker: Turn 2, Summer 1941, Round 2

Manoeuvre only in the north this round. Most of the enemy’s strength is up there. The Soviets intend to mount a
serious defense of Leningrad and Moscow. However, this is to my liking since my intention is now to go for the oil
of the Caucasus. [see next page]
 
Position  before  Axis  combat  resolution
There are two attacks this round. The assault on
Gomel held no risk of a step loss, but there was a 1
in 6 chance that the defenders would hold out
and… disaster struck! I really didn’t need that, but
I didn’t want to risk damage to the panzers either.
The other attack gave me a 2 in 3 chance of wiping
out the Southwest Front, but only succeeded in
inflicting a step loss. The chances were that Gomel
would fall and Kiev be placed out of supply this
turn, but it wasn’t to be. On a positive note, a
crossing of the Dniepr was forced. My hope is that
Paul will continue to mount a forward defense in
the south, and not try to salvage a mechanised
corps, which may afford me one more opportunity
of exploitation before Fall. Even better, he may feel
with the Axis failure to take Gomel, and the
subsequent inability of Army Group Centre’s
panzers to move south, that the enemy’s eyes will
turn to Leningrad and Kalinin. That might convince
him that he needs only minimal reinforcement of
the south on his next reinforcement play.

Regardless, this round can be viewed only as a


disaster, and the commander of 9th Army is about
to feel the full force of my fury. Woe betide him if
he suggests I should have sent panzer support, with
a fresh panzer army just to the north…

Developer comment

Don is being a little pessimistic here, I think.


 Position  after  Axis  combats   Failing to shift the defender at Gomel can cost the
Axis a Round in terms of progress because it is the
lynchpin of the defense of the Dnepr. However,
since the panzers have already crossed the Dnepr south of Kiev, Soviet forces are likely to be compelled to
withdraw from the river line anyway. They do not want to get caught in terrain in which they can be blitzed.

The view from Moscow: Turn 2, Summer 1941, Round 2

I retreated to 2125 so that even if Don Blitzed that hex he would be a little farther west. I think I might be able to do
my two non-OPS moves in a row here. If he exploits 2125 then he can only put 2322 OOS, not Bryansk, Kharkov,
or Zaporozhe. Even if he surrounds 2322, I can counter attack with the 4 neighboring SCUs, (not the Front), and he
won’t be able to spend any OPS in return the next round. Don will have at most two OPS next round, (if you include
his Banked Op), so he will have to use both to have more than one panzer blitz. I am assuming that one of the two
panzers in 2126 will be destroyed in the attack, (83% chance). He will either have to spend an Op moving the
panzer in 1924 to 2026 or spend an Op attacking 2025 with the panzers in 1721 and 1924 and an army. I don’t think
he will spend everything with so little in return. I am betting that he will play a reinforcement or replacements next
round. (I will note that the Guderian combat card lets the panzers blitz four hexes. That is always a consideration,
but I still don’t think it is worth it from his perspective. )

My choice then is to either play an RP or Lend Lease. I don’t think I am going to need to play two RPs this turn
because I won’t have enough replaceable units in the dead pile. So it comes down to which card is the one I want to
play more if I am only able to play one this turn. I am going with Lend Lease. Right now I would only need 3 RPs
to bring all of my units back, (4 if you include the Southwestern Front which is probably doomed), so I might only
need to play a 2 card for replacements, (since I get three free). Lend Lease is such a powerful card that I think it’s
worth it. Those three extra OPS are so valuable, especially during Blitzkrieg when the Soviet deck is so weak.

Developer comment

A reasonable alternative would be to take a 0 OPS round with a view to saving two 4 OPS cards for Turn 3. Lend
Lease is one of the most important Soviet events but, as Don notes below, it doesn’t really become useful until the
Soviets are better positioned to take the offensive. For that reason I am often tempted to play it for OPS the first
time I see it. However, eventually the three Banked OPS that it provides per turn become vital to the Soviet war
effort, and even when on the defensive they allow the Soviet player much greater flexibility, including the ability to
move more units out of enemy ZOC, so Paul takes the chance to get it played now.

Directives from The Bunker: Turn 2, Summer 1941, Round 3

I could attack the Southwest Front again to exploit and place the Soviet
units in the eastern Pripet marshes OOS, but that would leave me having to
call a halt in round 4 with my encircling panzer units (or more likely, one
remaining panzer unit…) in a pretty fragile state. Right now the line is solid
and the kessels are secure, so it has to be right now for a reinforcement play.
Barbarossa appears to be grinding to a halt! Hopefully the Soviets will
become complacent….

Paul’s play is interesting. Lend-lease is essential for the Soviet long game,
but it’s almost certain now that the Soviets will have time for only one RP
play in the current summer turn. At the moment, with the 3 automatic Turn
2 Soviet RPs and less than 7 RPs worth of casualties, it looks like one RP
play is all the Soviets need. But that might change. I’m hoping that few will
be sent south of the imminently arriving Soviet reinforcements. If so, I
intend to consider using an assault on the Southwest Front to encircle both
of the Soviet southernmost Fronts with exploiting armour. The resultant
hole would be devastating for the Soviets.

Reinforcements  appear  at  Warsaw  

The view from Moscow: Turn 2, Summer 1941, Round 3

If I play my reinforcements now I might be able to save a few more units with the 4 OPS, but I then I might not be
able to play my replacements later. My worry now is 2322. I will lose the 2 mechs and the Southwest Front for sure,
but I will probably lose the four units in 2322 as well. I guess the way I will judge it is comparing the 3 ½ RPs I
will lose in 2322 versus the 4 I will gain through playing the RP now. That’s probably way too much of a
simplification. But as with most card driven games when on the defensive, the rule of thumb is whenever you can
play a replacement without destroying your front line, do it. I play Strategic Withdrawal for 4RPs.
Directives from The Bunker: Turn 2, Summer 1941, Round 4

I’m sacrificing Luftwaffe Support and saving the banked op for emergencies next round. Three OPS to pay for three
attacks this round. I must put paid to this little collection of Soviet units at the eastern end of the Pripet marshes.
The bridgehead over the Dniepr at 2126 is critical to operations this round. The taking of Gomel and the 48th Panzer
Corp’s entry into 2226 finally closes the net around Kiev and the Southwest Front. Kiev, too, must be taken by
direct assault in order to ensure a supply line is opened up for units hopefully heading south-east next round.

The OOS Soviet units in Minsk and 1823 could attempt to escape their kessels. The cordon is essentially non-
existent to the north. However, it will cost the Soviets an op each time a unit exits an Axis ZOC, and in any case
they can’t get far or do too much damage. In fact, the unit in Minsk is doing more to hamper Axis supply staying
where it is than it could
anywhere else it could get to.

The attack on 2418 is


essentially a feint. I want
Stavka to keep their northern
armies strong before the
realisation hits that we’re fully
committed to the south. In
support of that plan, I notice
most of the units that the
Soviets have lost this turn
cannot be rebuilt. I therefore
want to keep Soviet losses to a
minimum on these last two
rounds to ensure a minimum
of Soviet units rebuilt in the
south. It will also be fun to see
a high proportion of Soviet
RPs trashed because there’s
little to rebuild. Yes, that does
of course mean that everything
Soviet and rebuildable will be
on the map, but not necessarily
at full strength in the case of
the Fronts, and, more
importantly, not necessarily in
the right place!  

All attacks go well, with the


Soviets choosing to retreat into
Leningrad in the north.

The hope is to take the


Caucasus largely by
manoeuvre, since I’m a little
concerned at not having seen Axis  positions  after  movement  
Nordlicht, Taifun, or Blau yet (or Hitler
Takes Command, a prerequisite for Blau).
Developer comment

At this point Don sounds as if he is totally committed to the South as the major focus of his attack. The problem for
Paul is that it is always far less clear when looking at it from the Soviet side of the board, without knowledge of
what cards are in the Axis hand. Most of Don’s forces are still quite centrally positioned and could therefore yet
move in any direction, including Moscow. Often, if things go well for the Axis, the Soviet player will have to
choose between giving up Moscow (say) or losing the Caucasus. The loss of Moscow, while depressing, is far from
a game-breaker for the Soviets. If Stalin is lost along with Moscow, or Moscow falls before the Industry can be
evacuated eastwards by play of Industrial Evacuation, then the loss of Moscow becomes much more significant.

The view from Moscow: Turn 2,


Summer 1941, Round 4

Now I get to play the


reinforcements and use the OPS. I
place the two fronts in Moscow
and Tula, while the armies go to
Leningrad and Voronezh.

I have to attack from 2125 to


make sure that unit is gone before
he can exploit it. I am also going
to retreat the front lines so 2322
does not get surrounded. To have
a secure front I am going to retreat
beyond the Paulus Line. He will
then have to decide whether to
play replacements or move
forward. I am betting he will move
forward, but it will be difficult for
him to set up an attack that will
really damage me. In the south I
need to set up my Caucusus,
Stalingrad, Volga line as soon as
possible. (So I will keep moving
the mechs south.) I need to force
Don to play Blau, which will be
very difficult for him, since it
must follow Hitler Takes
Command. I am betting he won’t
want to play either of those, so I
need to set up an efficient defense
that uses the minimum units
possible. In the north I have to
decide whether to defend in 2518
or 2619. 2518 has a two column
benefit on defense, but he can
attack right away with the army in
The  Soviet  lines  before  combat  is  resolved.  Neither  attack  inflicted  any  damage  on  the   2418. I think I have enough RPs
Axis. coming to take the attack now if
 
he chooses, so I will defend in 2518. I have a choice of using the fourth Op to sea move the unit out of Odessa or
taking a potshot with the unit in 1923. I think there might be a chance I can sneak the Marine unit into Kishinev and
save my Front in 1726. Probably not very likely, but I think I will have a chance to sea move later.

Developer comment

If Paul was aware of Don’s plans he would clearly place more Reinforcements in the south here. As it is he decides
to trade space for time. The downside to this strategy is that it allows Don to advance his forces without having to
play OPS. For that reason it is often worthwhile to leave behind a relatively weak screening force, complete with
ZOC, so that the Axis will have to play for OPS to clear the force, and will also have the range of his advance
lessened until he has done
so. For example, in this
position, an alternative plan
would be to leave an LCU in
each of Zaporozhe and
Kharkov, while pulling the
rest of the forces back to the
Don line. A further option is
to defend Zaporozhe and
Kharkov in force, trying to
inflict casualties on the Axis
as he breaks that line. As
played, I believe Paul is
trying to set himself up to be
able to take a 0 OPS Round
next round and thereby save
one of his 4 OPS cards for
next turn.
 
Directives from The
Bunker: Turn 2, Summer
1941, Round 5

The last round of summer.


Comrade Horvath is pulling
the old Russian trick of
trading space for time. So it
has to be a zero OPS round,
since there are no targets for
combat that further my
objectives. This does,
however, have the big
advantage for me of moving
the front line a long way to
the east whilst leaving the
consecutive OPS marker
exactly where it is.

I’m going to push as many


panzers as far south-east as I
Position  after  Axis  0  OPS  round

 
can, whilst preserving strong panzer groups in the vicinity of Smolensk and Orel. This may confuse the enemy as to
our intentions, and it does afford me flexibility until the last moment as to where to set the schwerpunkt. There is a
huge hole in the Soviet lines to the south. A shame they have round 5 and replacements to rectify things before I can
exploit the gap.

Developer comment

While Don hopes to still obscure his intentions here, I think at this point it becomes clear what is going on. Even if
the Caucasus were not the original objective, the rapid pace of the advance in the south suggests that it would
become so now anyway. The panzers are rather banged up but Don knows that he has the Panzer Refit event up his
sleeve in order to bring them back up to strength.

The view from Moscow: Turn 2,


Summer 1941, Round 5

I am surprised he moved forward, but it


certainly means I need to set up my Blau
defense even faster. I have to put an
army in 2434 and units with ZOCs in
2533, 2732, 3028, and Stalingrad to
defend the line. Then I need to be able to
defend Saratov, Tambov, and Tula
initially. If that line doesn’t stand then I
move back to defending the Upper
Volga, Gorki, and Moscow. I am hoping
by that time that it will be winter and my
shock troops will be on the field. I could
use 2 OPS, but I think a 0 OPS is better
so the consecutive OPS track doesn’t
move. I still need to sea lift the unit out
of Odessa, but I will wait until next turn
when I have the extra OPS.

I ended up being able to spend 6 ½ RPs.


I could have gotten by with 5 and saved
another 4 for next turn by spending
Zhukov for 2, but at least this way I
cycle more cards and make it more
likely I will get Sorge next turn. Ideally I
get to play Sorge in turn 3 so I can put
the Shock troops in play in the first
round.

 
Developer comment
It seems a shame to give up Rostov in
this situation. Once again an LCU left in
that hex will cost the Axis an extra
Position  after  Soviet  0  OPS  round  and  subsequent  placement  of  replaced  units Round (and OPS) to clear.

 
Directives from The Bunker: Turn 3, Fall 1941, Round 1

Paul has sealed the far south tightly. Still, Maikop cannot be defended without making the Caucasus vulnerable, so
we are at least guaranteed a precious oil hex this turn. But the panzers have wandered down a cul-de-sac, and it has
taken me a very long time to decide what to do next.

One possibility is to revise my war aims and declare them complete, claiming victory. I have after all, taken the
Ukraine, and the entire Soviet Union west of Moscow. However, something tells me that Paul may not buy this, and
would probably wish the game to continue! It’s still a real option though. I can start digging in, playing
replacements and reinforcements, and generally prepare for the long game to ’45.

The second possibility is the Leningrad/Moscow/Rostov AV, but I would undoubtedly need Nordlicht to take
Leningrad by storm. I’d be gambling on getting that next turn, and it will take a while to move the panzers to the
north. Also, Moscow is heavily defended from the west and south and I don’t have Taifun, the card I need to enable
me to attack Moscow and Gorki directly. This means the only possibility of quick victory in the centre is to drive on
the rail net around Kazan. If Kazan falls the Soviets will find it hard to supply any units west of Kirov. But the
attempt would leave my lines dangerously extended, with a powerful Soviet force to the west of Moscow intent on
interdicting the Voronezh-Tambov railway, the only way panzers in Kazan could be supplied. Another problem
with this strategy is that Soviet units destroyed in the north can simply rebuild at Magnitogorsk, Grozny, and
Astrakhan, and that bodes ill for the long game if Leningrad does not fall or Rostov can be retaken by the Soviets.

The third option is to remain focused on the south despite the restrictions on attacking Stalingrad, the Caucasus, and
across the lower Volga. This would again require a drive through the gap between Gorky and Saratov, then turning
south towards Uralsk. Again, the supply situation would be precarious for the panzers, with Saratov being a key
hex, but taking Uralsk would place the entire Soviet army in the south out of full supply. Most Soviet units in the
south would still be able to trace fort supply to Baku, but most importantly their ZOCs would no longer be in effect,
at last making the Caucasus vulnerable.

While the generals meet to discuss tactics I play Panzer Refit in the Rasputitsa Round, allowing me to add new
punch to the armoured spearhead.
The view from Moscow: Turn 3, Fall 1941, Round 1

Pretty much as I suspected I get a terrible draw, four 1’s and a 2. At least I draw Sorge, which is very good. I am
hoping to use my banked OPS to supplement my 0 OPS turns, so that I can use my CC’s when I need to. I also hope
I might be able to play the 2 for RPs, but that’s probably too rosy of a picture. I could play Sorge or the 4 RPs in the
first round. Replacements are more necessary, so I will hope to play Sorge later in the turn.

Directives from The Bunker: Turn


3, Fall 1941, Round 2
After much deliberation, I choose the
third of the options outlined above.
Digging in for the long game now is
a temptation, but I can’t bring myself
to do that while there’s still the
chance of an AV. There are too
many problems with trying to take
Moscow and Leningrad. So my eye
is still firmly fixed on the oil of the
Caucasus. I play Axis
Reinforcements for a net 2 OPS,
adding my Banked OP to bring it
back to 3 OPS. I then attack at Tula
and along the Don to try to open the
road to Moscow and the Russian
interior.
Position  before  Combat  
resolution  during  Axis  Round  
3.  The  combat  at  Tula  inflicts  2  
Soviet  losses,  while  the  other  
combats  each  inflict  one  loss  
on  the  Soviets.  At  Tula,  the  
Soviets  retreat  to  2623  as  the  
Axis  advance.
Developer comment

A decision like this must be made at some point during most games of Stalin’s War. The Axis player eventually has
to decide whether to press on in search of the Automatic Victory, or settle for what he has got and start being more
conscious of panzer losses, etc. This is not to say that the Axis player will then stop attacking, but rather than his
goals will change from achieving an AV to best preparing his position for long-term victory. A really brave Axis
player may refuse to play Hitler Takes Command as an event, thereby allowing the continued use of Banked OPS in
pursuit of the AV. However, if the AV is not achieved, the loss of VPs that results from not playing Hitler Takes
Command will make a long-term loss much more likely.

The view from Moscow: Turn 3, Fall 1941, Round 2

Now I am in real trouble because of


running out of units. I am going to
need five units to set up the Blau
defense, but I am not going to have
enough to defend the upper Volga.
The jugular is Kazan. If that falls or
even gets in Axis ZOC, then I am
toast because the supply line to the
northern front will be cut. Other than
the forests around Tambov there is
nowhere else to set up a defense that
cannot be exploited. I have got too
many armies defending the north so I
am going to need to try to bring them
south. If the Axis pursue a pure OPS
strategy then it is very difficult for
the Soviets to survive until winter,
but if they do the Axis can be in a
very tricky situation. So Don’s
strategy is putting us on the razor’s
edge.

I have to do 2 OPS. One to move out


 The  North  front  at  the  end  of  Soviet  Round  2 of 2728 to avoid exploitation and the
other to strat move an army to 2434
  to finish the Blau defensive line. The
choice is whether to use 0, 1, or 2 banked OPS. I think I will take a 0 OPS round and use 2 banked OPS because
even though there is a chance Don plays an event or RPs next round to reset the Consecutive OPS track, I don’t
think he will. In fact I think he might play 2 OPS in a row by using a 4 card the second time. This way I don’t move
the OPS marker forward, and I can still play 3 OPS next round if I have to.

 
 
The  South  Front  at  the  end  of  Soviet  Round  2  

 
Developer comment:
As Paul says, he has too many units defending in parts of the line that are not at the focus of the Axis
offensive. Of course, the focus of the Axis offensive is always clearer to the Axis player than his opponent,
and it is very easy to be wise in hindsight. In any case, Paul now begins to try to shift the balance of his
forces southwards.

Directives from The Bunker: Turn 3, Fall 1941, Round 3


 
I play a 0 OPS, pushing eastwards as far as I can while avoiding an increase to the Consecutive OPS count.
The move to 2823 may be sacrificial, but if I change my mind and head for Kazan next round the 56th
Panzer Corps, who can probably see the spires of Moscow right now, will prevent the Soviet forces around
Moscow from heading east to safety, or south to cut the panzers’ supply.

 
 
End  of  Axis  Round  3

The view from Moscow: Turn 3, Fall 1941, Round 3

Now I am toast. Don has played the Axis offensive perfectly. By focusing south he could either faint for the Oil in
the Caucusus or Kazan. I set up the Blau defense to protect the Oil, but he has stretched me too thin to defend
Kazan.
I have to stop him from putting a
ZOC into Kazan and I don’t see
anyway to do that. I can set up units
with ZOC in 3223 and 3325 and strat
move an army to 3323, but then he
will just attack from 3224 and
advance in to 3323 and make
everyone out of supply. Once they are
OOS there is no way I will be able to
restore them. If I try to defend in front
of the Volga he will just exploit and
then blitz his units and cut off the
rails around Kazan. Even if I cut his
panzers off he can restore their supply
at the end of round 5 and my northern
units will still be OOS.

The only chance I see is to try to cut


off those lead panzers and put them
OOS. The problem is that I have a
less than 50/50 chance of taking Tula,
and even if I do it will be pretty easy
for him to put his units back in supply
by the end of round 5. Also I will
have to move to 2729 and then he will
be able to exploit me there pretty
easily and surround Stalingrad, which
will break my line.

I don’t see anything better. I think this


position is pretty much lost, but
maybe the dice will be very kind to
me.

I have to use one Op to attack Tula


and another to strat move to Kazan,
otherwise even if I am successful he
can move the panzer in Tambov to
3224, and cut off all of my northern
Position   at   end   of   Soviet   Round   3   and   subsequent   Axis   supply   check   at   start   of   units.
Axis   Round   4.   Note   that   the   Panzers   are   OOS   since   the   rail   line   south   from  
Voronezh  is  cut  by  the  ZOC  of  the  West  front  near  Stalingrad  
  Developer comment

Paul discovers a very creative defense of his position, and the attack on Tula is successful, so there is still a glimmer
of hope for him. I might have been tempted to move one or two more units eastwards out of Moscow, but perhaps it
is unlikely they would arrive in the area of Kazan in time to make a difference.
 
 
Directives from The Bunker: Turn 3, Fall 1941, Round 4

A brave and aggressive move by the


Soviets, with the West Front making a
stand west of Stalingrad to cut the rail
line to Rostov, and the attack on Tula
cutting the rail line to Kursk. That’s
the lead five German panzer corps all
OOS in one fell swoop!

However, the West Front position has


become a weakness for the Soviets
now. I play Blau for 4-2=2OPS. Paul
has sacrificed the Caucasus to prevent
loss of Kazan and his northern armies.
This is because the exploitation after
the successful attack on the West Front
takes me through Stalingrad, thus
cancelling the Caucasus restrictions,
and over the lower Volga, thus
surrounding the 7th Mechanised Corps,
the Trans-Caucasus Front, and the
Volkhov Front at Saratov. Time will
tell if this was the right call for Paul.

All I can do in the centre is redeploy


the OOS panzers as a screen to prevent
further Soviet progress southwards,
but this makes them very vulnerable.

 
Position   pre   combat   resolution  
during  Axis  Round  4
 
The  Axis  win  the  combat  and  place  a  blitz  marker.  Here's  the  position  after  exploitation  and  supply  check  at  start  
of  the  Soviet  Round.  The  Caucasus  restrictions  on  the  Axis  player  are  now  cancelled  for  the  rest  of  the  game.

The view from Moscow: Turn 3, Fall 1941, Round 4

It didn’t really matter about the dice since Don could blitz hex 2729 no matter what I did.

I will take a 0 OPS round, with 1 banked OPS added and will try to freeze as many of his units in my ZOC as I can.
My hope is that he doesn’t have another 4 OPS to play and Blitz again. I will also try to create as much chaos as
possible to try to distract Don so that he doesn’t cut the supply to Baku in 3329.
 
The  Soviets  use  their  1  OPS  to  attack  the  exposed  Panzers  south  of  Moscow.  Here  is  the  position  after  those  attacks  
are  resolved.  Note  that  in  the  Axis  supply  check  at  the  start  of  Round  5,  all  German  panzers  will  be  back  in  supply.  
Directives from The Bunker: Turn 3, Fall 1941, Round 5

The army needs a rest, but I can’t afford not to take OPS in this situation, so it has to be a zero OPS round. The 46th
and 3rd Panzer Corps rush headlong into the Caucasus capturing a second oil hex at Grozny, and leaving in their
wake the doomed Trans-Caucasus
Front. Soon the entire Soviet war
economy will be based on Lend
Lease! The 11th Army and the
Romanians rush towards Voronezh
to cover what could become a
dangerous gap if the depleted 57th
Panzer go down. Voronezh is also
a key hex in the supply line to the
German 6th Army and a lot of
panzers.

A whole panzer army fans out


over the Volga trapping the
Volkhov and Bryansk Fronts, but
unfortunately the Soviet 57th Army
is well placed to put them back in
supply by the end of the Soviet
round. However, in order to do
this the Soviets would have to play
OPS, which means they wouldn’t
be playing RPs, Sorge, or
Industrial Evacuation of course.
The Soviets need all of those
things to mount a serious attempt
at re-taking the Caucasus. I’m just
hoping I can keep giving Paul
enough reasons to keep putting off
playing them!

The southern panzers also threaten


Astrakhan and a wider
encirclement to the east. Saratov is
becoming a key hex, and it’s clear
that Paul knows it too. I want to
deny the Soviets the ability to build Figure  1  Axis  forces  seize  their  chance  to  break  through  Soviet  lines.
there, and it sits on a rail junction
with major supply implications,  
including the support of a drive on Kazan, but the Volkhov Front looks immoveable with the Wehrmacht running
on empty and winter coming. A shame there was no way to secure hex 3327. That would have sealed the fate of the
Soviet units around Saratov during the attrition phase. But the OOS Soviet 7th Mechanised unit sat astride the
railway at 2929 prevent supply reaching 3327.

My main worry is the panzer army in the centre. I have four corps that are precariously placed, and they would
require a lot of OPS that I haven’t got to extricate themselves from difficulty. For the moment I just need them to
hang tough. It’s worth noting that everything north of Tula is a sideshow at the moment.
 
The view from Moscow: Turn 3, Fall 1941, Round 5:

He saw it and cut off Baku. I can either save the Fronts in and around Saratov or play Sorge. If those Fronts are
removed then he can run wild with his panzers again. So even though it will take me two rounds in winter to get my
shock units in to play, I think I have to save them. I take a 0 OPS round.

He will probably draw a 4 and be able to attack so I am trying to make sure that there aren’t any hexes that are
easily exploitable, (except for 3228, but I don’t see anyway around that). I think this is all for naught though since
he will gain all the oil hexes this turn and I don’t see anyway I can win them back in the spring.

 
The  Soviets  save  what  they  can  and,  after  removing  units  due  to  attrition,  use  their  RPs  to  strengthen  the  
center  of  their  lines  in  preparation  for  an  attempt  to  drive  southwestwards  and  isolate  the  Axis  units  in  
the  Caucasus.  Can  they  get  there  in  time  to  save  the  game?
Directives from The Bunker: Turn 4, Winter 1942, Round 1

The Soviets have re-opened supply lines to Saratov as I thought they might. At least this prevented them playing
more RPs. They have launched their forces south from Moscow headlong into the middle of my vulnerable central
panzers. Luckily the panzers are bolstered by the German 6th Army, which is stalled just outside Saratov.

Saratov has become a focal point now. There is a confusion of units of both sides running in a line NW to SE right
through the city. My progress south-east is prevented by the Volkhov Front sitting on the key rail junction.
Stalingrad can ensure supplies only as far as Uralsk at best. Saratov, if held, also provides the Soviets with a base
from which to begin the relief of the Caucasus.

The Axis-controlled oil hexes in the Caucasus give me an extra card this turn. I have some reinforcements and a
couple of potentially useful combat cards. Destroy the Fascists will not be played as an event, since the Soviets will
almost certainly be able to inflict step losses in their attacks this Winter. Steppe Fox will also be used as OPS this
turn, as will Hitler Takes Command. HTC is no longer of any use to me now that the Caucasus has fallen and I’m
staking everything on an auto-victory. However, if I were preparing for the long game I would certainly play this as
an event.

No protection from terrain, weaker attacks, no exploitation, and Paul’s going to have to throw everything at me to
retake at least one oil hex. This winter is going to be miserable. The line seems solid enough right now, I have until
round 5 to take Baku, I really need to reset the OPS marker, and I need some more troops on the map, so some solid
German reinforcements seem in order this round. I place 3 reinforcements corps at Warsaw.

The view from Moscow: Turn 4, Winter 1942, Round 1

I don’t see any way to prevent Don from grabbing the final oil well this turn. I am putting off deciding whether it is
worth it to bring on the Sorge reinforcements. Since it’s winter I want to try to attack as much as possible. I take a 0
OPS round. I think I can bust up his line and maybe destroy his army in 2926. If I can get it to retreat to 3026 and
then attack that space it will die. I will also try to destroy as many panzers as possible, but I have to use all 3 banked
OPS to do it.
 
With  the  situation  growing  desperate,  Soviet  forces  attack  hard  towards  the  Crimea
The  attacks  go  well,  severely  reducing  Axis  strength  in  the  area.  But  will  it  be  enough?

Directives from The Bunker: Turn


4, Winter 1942, Round 2

OPS are needed this round, primarily


to push the 46th Panzer corps as far
towards Baku as possible. They take
Tbilisi, cutting the Batumi-Baku rail
link, which places the Soviet units in
the Caucasus fully out of supply as
opposed to being in fort supply as they
were previously.

There is a worrying concentration of


Soviet formations around Tambov and
Saratov. These are the units that might
spearhead the push south through
Stalingrad towards Maikop or Grozny,
thus ending the Axis hope of an AV
and probably losing the war soon after
given the resulting Axis board
position. I play Steppe Fox for 3 OPS.
I’m going to throw the panzers against
the eastern flank of the Soviet line in
the hope of creating a distraction. The
threat to the Soviets is a possible

The  Axis  attempt  to  rescue  their  OOS  panzers

 
encirclement of Saratov and Tambov. The lack of exploitation capability in the winter for the Axis is going to be
problematic, and two whole panzer armies will end up in a worryingly vulnerable position! However, the Soviets
will be using precious time if they elect to crush the panzers
– I only need to hold the Caucasus for two attrition phases to
win the game as the Soviet forces run out of oil. As a further
distraction, the 9th Army is able to continue the drive on
Moscow.

 
 
The  Soviets  use  a  couple  of  Combat  Cards  to  help  keep  
the  panzers  isolated

The view from Moscow: Turn 4, Winter


1942, Round 2

Well I have to take an OPS round to cover


Moscow, so I am putting off the Sorge decision
another round. I play Partisan Formation,
which means only have 1 OP to spend, but I
think that will be enough to bag his panzers in
3028. Attacking across the river doesn’t hurt me
since it is winter, so I hope 10L is enough to do
it.

 
The   Soviets   attack   the   panzer   group   in  
3028   (shown).   They   go   on   to   win   the  
combat   and   completely   eliminating   the  
panzers  at  the  cost  of  a  single  Soviet  step.

Directives from The Bunker: Turn 4, Winter 1942, Round 3

Playing Hitler Takes Command for 4 (minus 1) OPS. I’m going to lose a lot of VPs before I ever see that card again,
so it really is all or nothing. If I don’t get the AV I will lose the game. This Round Baku finally falls, and the oil is
now secure! Now I have to keep it for the next seven rounds to win the game. The panzers have been largely wiped
out, but the two OOS panzer corps just outside Saratov could cause some trouble yet. I’m hoping to limp the full-
strength panzer corps to Tambov
to put it back in supply, or maybe
to Ryazan to link up with the
German 9th Army. This will
threaten the Soviet drive south and
encircle the South Front.

Apart from being part of the rescue


operation for the panzers, retaking
Tula puts even more pressure on
the South Front since, although on
the offensive, it’s now covering an
excessively large stretch of the
Soviet line. I’m hoping this may
save the hopelessly outclassed 3rd
Romanian army facing the South
Front at Voronezh. If they fall it
blows the whole front wide open.
The German reinforcements in
2125 may be too late.

Finishing up operations this round,


the small withdrawal from 2420
strengthens the position of the
German 16th Army at 2422 by
blocking a route to Smolensk from
Moscow. The attack in the south
leaves the Soviets with only the
single-step Bryansk Front holding
the line from Saratov to Astrakhan.
Soviet supply to Saratov via
Uralsk is now threatened again.

I deeply regret not taking


Astrakhan earlier. I fear Paul may send replacements here to drive on the oil from the east as well as the north. I
have to keep giving him compelling reasons to play OPS rather than replacements or reinforcements until I can get
the Mountain Corps there. In my favour, the Soviets are yet to play Sorge to enable their reinforcement card. The
Soviet divisions in the far east are still expecting a Japanese attack!

Here  is  the  position  before  the  Axis  player  conducts  combat.  He  goes  on  to  capture  
The view from Moscow: Turn 4, Tula.  In  the  south,  the  panzers  have  finally  reached  Baku.  
Winter 1942, Round 3

My choices now are to play the reinforcements for OPS, for RPs, or play Sorge first and then bring them on. I don’t
see any fruitful attacks this round and I think I am going to need those shock troops to have any chance of attacking
successfully next turn. I hate to burn winter rounds not attacking, but at least Sorge will reset the Consecutive OPS
marker, so I play it as an event.
Directives from The Bunker: Turn 4, Winter 1942, Round 4

Paul has bitten the bullet and


played Sorge. I can expect a lot
of Siberians arriving in the
vicinity of Saratov anytime now!
And where else I wonder? It’s a
race to Astrakhan now to make
sure they don’t arrive there. Zero
OPS this round allows me to
make a lot of mischief by
manoeuvre and at least doesn’t
worsen the consecutive OPS
position. The 47th Panzer Corps
somehow makes it to Tambov
and will be back in supply at the
start of my next round, or if
attacked. It’s a huge bonus to
have rescued this full strength
corps. At the same time the
German 9th Army completes the
encirclement of the South Front.
One plan is to have the infantry
corps in the area bolster the 9th
next round for an attack on the
South Front. A retreat for the
Soviets would mean destruction
because of the surrounding
ZOCs.

Elsewhere, the German 4th and


16th Armies swap places to put
greater strength in front of
Moscow, and the 46th Panzer
Corps begins the long trek back
from Baku. The Axis units now
in the Caucasus will be welcome
reinforcements at the front in the
spring. Finally, the mountain
corps makes it to within 1 hex of
Astrakhan.

 
Position  after  supply  check  at  start  of  Soviet  4th  Round

The view from Moscow: Turn 4, Winter 1942, Round 4

I have to try to save the OOS units in 2725, but it is probably fruitless. (At least he will have to attack again and
move his OPS marker.)
 
Attempting  to  rescue  the  units  near  Voronezh.

Developer comments

I can see why Paul wanted to save those OOS units here, but I might have gone about it differently. Playing
reinforcements and placing all units in Astrakhan and Saratov would achieve two objectives here. First, it brings on
the reinforcements that are going to be needed if the drive to cut off the Axis units in the Caucasus is going to have
any chance of success. Second, with those units on the board I would expect to have every chance to rescue those
OOS units during Round 5 anyway. However, at this point the Soviet goose is likely cooked whatever he does.
Directives from The Bunker: Turn 4,
Winter 1942, Round 5

The Soviets have attempted to rescue the


surrounded South Front rather than play
reinforcements. I’m pleased not to see the
shock armies on the board, but I can’t allow
this powerful unit to become supplied again,
and so it’s going to have to be OPS for me this
round. I play Destroy the Fascists for a net 1
OP. The intrepid Mountain Corps finally take
Astrakhan. That’s a relief, as it strengthens the
position along the Volga considerably. The
Volga is further bolstered by the arrival of the
two panzer corps returning from the Caucasus.
I decide on an attack against the depleted West
Front. Even in the winter and well within the
Paulus zone 13 factors should be enough to
destroy it, leaving the South Front completely
cut off with little hope of salvation. It puts me
in a critical position with regard to OPS, but it
deprives the Soviets of a strong force in the
centre. The spring Rasputitsa is coming, and
Paul is running out of time.

 
H
Hex   2825   is   attacked.   The   Axis   win   the   combat   and   advance  
into  the  hex.  During  the  attrition  phase,  the  panzer  in  3126  is  
removed  from  the  map

The view from Moscow: Turn 4, Winter 1942, Round 5

The reinforcement value is higher than 4 RPs, so I will play Reinforcements as an event. I place units in Moscow,
Gorki, Kirov and Saratov, making sure to leave some room to place turn 5 reinforcements in Saratov. Unfortunately
I lose the OOS forces in 2725 at the end of this Round due to attrition.

Developer comments

Because of the loss of Astrakhan, Paul is forced to place his new units some distance from where he wants them.
The position now looks very grim for the Soviets. They must recapture the oil hexes before the Axis attrition round
next turn, or give the Axis play an automatic victory but bad weather will mean that only 2 rounds will be available
to achieve this. Turn 5 begins with two round of bad conditions during the Spring Thaw.
Directives from The Bunker: Turn 5, Spring 1942, Round 1

So the Soviets have got the shock armies onto the board, but now have only three possible OPS rounds in which to
take an oil hex to prevent their oil reserves from dwindling to nothing. Paul has not managed to play Industrial
Evacuation and consequently he has no tank armies with which to exploit a breakthrough. He’s going to have to try
to punch a hole somewhere and rush Maikop or Grozny. To make matters worse, because he has no oil hexes this
turn he will only be able to draw back up to a total of 4 cards, whilst I will get to draw back up to a total of 7 cards
for having four oil hexes. It’s looking bleak for the Soviets.

The card draw is probably sufficient to get the job done. The key card here is Kampfgruppe. This card is massive for
the Axis at this time, and can get them out of all kinds of trouble. No doubt that will be of use later. I still have three
panzer corps on the board too, so Guderian may yet influence events. Nordlicht and Taifun give me the option of
threatening the north or centre to distract Paul while he drives on the south. I’ll play the German reinforcements in
the thaw for sure. The rest are unlikely to be of use for anything other than low OPS plays.

I play the reinforcements round 1. Now that the rail net has been repaired and converted to German gauge it’s likely
that these troops will see action, arriving at the front via strategic movement.

The view from Moscow: Turn 5, Spring 1942, Round 1

Down to four cards because of the oil, but I actually get a pretty good draw. I play Soviet Mice to flip the last full
strength panzer.

Directives from The Bunker: Spring 1942, Round 2


I choose a zero OPS card swap action, since there are no other events I want to play at this point. I get Dora, which
makes up my mind that I will play Nordlicht as an event to reset the OPS counter if I get the chance.

The view from Moscow: Turn 5, Spring 1942, Round 2

Now to bring on the reinforcements, placing them as close to the Caucasus as possible.
 
Spring  Thaw  ends  and  the  Soviets  must  somehow  find  a  way  to  recapture  the  oil

Directives from The Bunker: Spring 1942, Round 3


The OPS situation is critical. The troops are tired, but I need them to move to set up the final defensive line. I’ll take
a zero OPS round, but I still have a banked OP up my sleeve, thanks to not allowing Hitler to take command. The
Soviet Reserve Front makes far too solid a base for attack with the shock troops, so I’ll attack here. The large stack
in 2827 is also the most likely place that the Soviets will attack this round, but if the shock armies go in a different
direction the German infantry corps can easily redeploy themselves from there.
   

Don  draws  his  defensive  line.  The  attack  near  Saratov  leads  to  a  1/1  result.

I leave lone, depleted panzer corps in 2724 and 2928. If the Soviets take the bait the Kampfgruppe card is waiting.
2724 holds a huge expanse of front, but can be reinforced by the German 9th Army and numerous German infantry
corps if it comes under serious attack. 2928 prevents reinforcements reaching the Bryansk Front in 3029 this round.

 
The view from Moscow: Turn 5, Spring 1942, Round 3

He probably has the Panzergruppe CC which will save his panzers. I need to attack both at the same time and make
sure to win the battle so he won’t have it next round. I take a 0 OPS round, tossing in my Banked OPS for combats.

 
The   Soviets   attack,   but   the  
position   is   clearly   hopeless   -­  
they   will   soon   run   out   of   oil  
and  be  forced  to  terms

Directives from The Bunker:


Spring 1942, Round 4

In the event, the Soviets attacked


both lone panzer corps! I chose to
save the 47th Panzer in 2724 since it
prevents the shock armies from
attacking the German 11th Army in
2827, a key point in the defence,
next round. I don’t think there’s any
possibility that I can lose an oil hex
now and the line is still solid, so I’m
going to take the opportunity to play
Nordlicht as an event and hopefully
finish with a flourish, and Dora, up
north.

I think the difficulty for Paul has


been the inability to get the shock
armies out earlier, and Industrial
Evacuation and the tanks played
before the end of the winter. He did
manage to virtually wipe out the
Panzerwaffe, so the long term
prognosis for the Axis is not good if
the game were to continue, but a
modern army cannot fight without
oil and so the war is over.

The view from Moscow: Turn 5, Spring 1942, Round 4

I will try to go out with one final blaze of glory and destroy as many Germans as possible.
 
The  last  hurrah  for  the  Soviet  army  as  they  attempt  to  inflict  as  many  casualties  as  possible  before  the  oil  
runs  out

Directives from The Bunker: Spring 1942, Round 5

I play Taifun for OPS, strat moving a few units to the front lines and then assault Leningrad while playing Dora as a
CC to negate the fort. Leningrad falls and the game ends, this now being the second attrition phase that the Axis
have held all oil hexes on the board.
Looking back, I think the key moment was the Soviet advance into 2729 to cut off the panzer spearhead in the
centre, leaving Stalingrad vacant. The consequence of this was to allow the Axis to exploit into Stalingrad, thus
cheaply nullifying the Blau restrictions. I think above all else in this game the Soviets must sell the Caucasus as dear
as possible in the early game, even if this means losing most of central and northern Russia. Hopefully then, the
effort will exhaust the Axis sufficiently for the shock and tank armies to come to the aid of Baku before it’s too late,
if Baku falls at all.

 
The  end  of  game  position  at  the  northern  end  of  the  front
 
The  end  of  game  position  at  the  southern  end  of  the  front

Developer closing comments

Thanks to both players. but particularly to Paul whose position was clearly lost towards the end, but who
played the game to its conclusion for the purposes of this series replay. This game offers ample illustration
of the potential for an Axis Automatic Victory if they decide to go hell-for-leather during the first few turns.
Don put all his eggs in the AV basket by declining to play Hitler Takes Command as an event, an act that
costs the Axis 2 VPs per year, thereby making it very difficult to win a game that goes to 1945. His
judgment was proved correct as he successfully exploited perceived weaknesses in the Soviet position.

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