Legun
11 Nov 03, 03:08
Durchbruch - Lodz 1914 (http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/durch.htm) is the first official TDG scenario using Modified Opart Exe program.
- It is based on this unique, dramatic and dynamic battle, with breakouts, raids, encirclements and escapes. The history of the battle is shown in an attached animated PowerPoint presentation.
- The scenario is balanced, but the balance is fluid – successive waves of reinforcements upset the advantage and initiative. Both sides have a chance to achieve victory by destroying half of the enemy army (you can check its thrustworthiness thanks to RD ladder statistics (http://rugged-defense.the.strategist.name/ladders/balance.php?view=6)).
- A complex set of TO’s and events creates a mechanism for various alternative reinforcements which makes surprise the rule, not the exception. The mechanism is shown in an presentation and juxtaposed in htm file.
- The battle offers interesting proportions of cavalry, infantry and artillery. The scenario is colorful – Prussian Guards fights against Caucasian Horsemen, Bosnians against Siberian Rifles, Polish Legionaires against Turkestan Cossacks.
- The OOB is thorough, accurate and leaves no room for gamey tricks.
Date: November 16th- December 10th, 1914
Location: Poland
Map scale: 5 km per hex
Time scale: Full day turn
Unit Scale: Battalion/Regiment/Brigade
Length: 18-25 Turns
German supply radius -9
Russian supply radius -7
Defined units - G215/R215
Max. number of on-board units - G143/R144
STRATEGIC SITUATION
German Player has initial advantage, but Russian reinforcements are numerous and appear from different directions. Additional German and Austro-Hungarian reinforcements during turns 13-16 can change the balance. The aftermath is available in attached PowerPoint presentation.
HISTORY
The Battle of Lodz was one of most mobile and dramatic struggles of WWI. At end of October, after an unsuccessful offensive to Warsaw and Deblin, German and Austro-Hungarian Forces started to withdraw towards the German border. The "Russian steam-roller" could now move westward. To stop it, Germans have divided their forces. 5 divisions of reserve troops were left to hold the front line. They would be supported by Austro-Hungarian 2nd Army, transferred from the Carpathian front. 7 divisions of first line, supported by two reserve corps from East Prussia and III Cavalry Corps from West, have moved to Torun (Thorn) area. This new 9th Army has stroked the north flank of Russian front. 1st Army was defeated near Wloclawek, and right wing of 2nd Army - near Kutno. 1st Army has fallen eastward, two corps of 2nd Army - to the south. Germans started to fill the appearing gap. "Durchbruch bei Brzeziny" (Breakout through Brzeziny) is beginning of the scenario. The German idea was to repeat Tannenberg, but the situation was very different to 3 months earlier. The Russian commander of the 5th Army started to organise a sizeable counterattack. His three corps - veterans of successful battles of Galicia and Vistula River - have arrived from the south to rescue the threatened 2nd Army and 1st Army has started to group near Lowicz to cut off the German left wing.
The Germans were a step from destruction of 2nd Army, but the counter-attack of Russian 5th Army dislocates the German right wing and the advance of Russian 1st Army forces the German to retreat precipitately.
The German left wing - the Schaeffer Group containing 3 IDs and 2 CDs - was encircled, 20 km away from the main German army, until a bold maneuver by the 3rd Guards Division allowed the group to escape from the pocket.
Form operational point of view the first Battle of Lodz became a draw.
Additional reinforcements from the West allowed another German offensive at the end of November when the Germans, supported by the north flank of the Austro-Hungarian 2nd Army captured the city during the Second Battle of Lodz, but failed to destroy its defenders. The frontline has stabilised on the NS line Bielawy-Borowa.
SIGNIFICANT EVENTS:
STRATEGICAL AND OPERATIONAL OBJECTIVES
There is area in the South-East corner of the map that gives a strategic menace of the Russian frontline if occupied by Germans. This gives 10VP for the German Player for each turn when his unit occupies new hex in the area. The converse is true for the Russians for area in North-West corner. This wasn't a battle for terrain itself. From strategic point of view, the objective was to stop the "Russian Steam-Roller" advancing westward.
From operational point of view, the objective was to destroy enemy forces. For the reasons loss intolerance is 300. Each Player gets 10VP for each enemy destroyed HQ, including Army HQ-supply unit.
ALTERNATE REINFORCEMENTS
There was very important factor of the battle of Lodz - lack of knowledge about enemy's forces. To reduce the benefits of hindsight, both sides' reinforcements can be altered. Each side's historical reinforcements are divided into pools. Each Player gets three TO's at turn 1. If he doesn't choose any of the TOs, he gets the historical units at the historical locations. If he chooses one of the TOs, he gets different units, and they appear in different locations, but the number of troops stays the same. Each historical pool has its alternative, based on units historically engaged in adjacent areas. One option allows the increase in strength of the left wing at cost to the right wing, the second - the contrary. The third option allows to shift forces from the center to the flanks (Germans) or from flanks to the center (Russians). Twin sets of options are available at turn 7. The Players can then alternate his next three pools of reinforcements.
Each option has historical number and strength of units, so it doesn't change play balance.
Options are juxtaposed in attached htm file. The whole mechanism is shown in attached presentation.
Expected reinforcements are shown in TO window at turn 2. The TO's are information only - no effect if clicked. Reinforcements' enter hexes are described on the map and secured by excluded zone to prevent enemy occupation.
"WHIRL" BATTLE
If both Players selected priority for opposite direction at turn 1(one Player for South only, second for North only or vice versa), the balance of power on adjacent areas is changed. News about it can appear at turn 5. Then timetable of the second wave of reinforcements is changed. The TO's allowing North-South choice don't appear. The reinforcements for each Player enter the battle on one side only. There are 3 possible pools and one of them is random chosen. The expected reinforcements are announced in TO windows in turn 8. The whole mechanism is shown in attached presentation, too.
Options are balanced - each side gets the same number and weight of units as historical North-South pools. The flanks-center TO's at turn 7 are still available.
RUMOURS
Each Player gets "empty" units called "patrols" at turn 1, except the game against PO. The patrols may be used to perplex the opponent, as they look like normal units when partially uncovered. This is for better simulation "fog of war" - not only lack of information, but false information, too.
They also could serve other ends. For one, they are great for converting hexes off the main axis of advance and so slowing any enemy counterstroke. For another - a player can also place them so as to draw an advancing enemy unit of the road and into trees or a river. The patrols can be used as "battue" for routed enemy unit, too.
SUDDEN DEATH
The game is over if one of the Players reaches 250VP. From turn 18, the losing Player gets a TO that allows him to end the scenario earlier, with a normal victory tally. If the PO is losing then the theatre option can also occur. To balance initial setting Germans get 150VP in turn 1, and Russian 30VP in turns 2,4,6,8,10.
- It is based on this unique, dramatic and dynamic battle, with breakouts, raids, encirclements and escapes. The history of the battle is shown in an attached animated PowerPoint presentation.
- The scenario is balanced, but the balance is fluid – successive waves of reinforcements upset the advantage and initiative. Both sides have a chance to achieve victory by destroying half of the enemy army (you can check its thrustworthiness thanks to RD ladder statistics (http://rugged-defense.the.strategist.name/ladders/balance.php?view=6)).
- A complex set of TO’s and events creates a mechanism for various alternative reinforcements which makes surprise the rule, not the exception. The mechanism is shown in an presentation and juxtaposed in htm file.
- The battle offers interesting proportions of cavalry, infantry and artillery. The scenario is colorful – Prussian Guards fights against Caucasian Horsemen, Bosnians against Siberian Rifles, Polish Legionaires against Turkestan Cossacks.
- The OOB is thorough, accurate and leaves no room for gamey tricks.
Date: November 16th- December 10th, 1914
Location: Poland
Map scale: 5 km per hex
Time scale: Full day turn
Unit Scale: Battalion/Regiment/Brigade
Length: 18-25 Turns
German supply radius -9
Russian supply radius -7
Defined units - G215/R215
Max. number of on-board units - G143/R144
STRATEGIC SITUATION
German Player has initial advantage, but Russian reinforcements are numerous and appear from different directions. Additional German and Austro-Hungarian reinforcements during turns 13-16 can change the balance. The aftermath is available in attached PowerPoint presentation.
HISTORY
The Battle of Lodz was one of most mobile and dramatic struggles of WWI. At end of October, after an unsuccessful offensive to Warsaw and Deblin, German and Austro-Hungarian Forces started to withdraw towards the German border. The "Russian steam-roller" could now move westward. To stop it, Germans have divided their forces. 5 divisions of reserve troops were left to hold the front line. They would be supported by Austro-Hungarian 2nd Army, transferred from the Carpathian front. 7 divisions of first line, supported by two reserve corps from East Prussia and III Cavalry Corps from West, have moved to Torun (Thorn) area. This new 9th Army has stroked the north flank of Russian front. 1st Army was defeated near Wloclawek, and right wing of 2nd Army - near Kutno. 1st Army has fallen eastward, two corps of 2nd Army - to the south. Germans started to fill the appearing gap. "Durchbruch bei Brzeziny" (Breakout through Brzeziny) is beginning of the scenario. The German idea was to repeat Tannenberg, but the situation was very different to 3 months earlier. The Russian commander of the 5th Army started to organise a sizeable counterattack. His three corps - veterans of successful battles of Galicia and Vistula River - have arrived from the south to rescue the threatened 2nd Army and 1st Army has started to group near Lowicz to cut off the German left wing.
The Germans were a step from destruction of 2nd Army, but the counter-attack of Russian 5th Army dislocates the German right wing and the advance of Russian 1st Army forces the German to retreat precipitately.
The German left wing - the Schaeffer Group containing 3 IDs and 2 CDs - was encircled, 20 km away from the main German army, until a bold maneuver by the 3rd Guards Division allowed the group to escape from the pocket.
Form operational point of view the first Battle of Lodz became a draw.
Additional reinforcements from the West allowed another German offensive at the end of November when the Germans, supported by the north flank of the Austro-Hungarian 2nd Army captured the city during the Second Battle of Lodz, but failed to destroy its defenders. The frontline has stabilised on the NS line Bielawy-Borowa.
SIGNIFICANT EVENTS:
STRATEGICAL AND OPERATIONAL OBJECTIVES
There is area in the South-East corner of the map that gives a strategic menace of the Russian frontline if occupied by Germans. This gives 10VP for the German Player for each turn when his unit occupies new hex in the area. The converse is true for the Russians for area in North-West corner. This wasn't a battle for terrain itself. From strategic point of view, the objective was to stop the "Russian Steam-Roller" advancing westward.
From operational point of view, the objective was to destroy enemy forces. For the reasons loss intolerance is 300. Each Player gets 10VP for each enemy destroyed HQ, including Army HQ-supply unit.
ALTERNATE REINFORCEMENTS
There was very important factor of the battle of Lodz - lack of knowledge about enemy's forces. To reduce the benefits of hindsight, both sides' reinforcements can be altered. Each side's historical reinforcements are divided into pools. Each Player gets three TO's at turn 1. If he doesn't choose any of the TOs, he gets the historical units at the historical locations. If he chooses one of the TOs, he gets different units, and they appear in different locations, but the number of troops stays the same. Each historical pool has its alternative, based on units historically engaged in adjacent areas. One option allows the increase in strength of the left wing at cost to the right wing, the second - the contrary. The third option allows to shift forces from the center to the flanks (Germans) or from flanks to the center (Russians). Twin sets of options are available at turn 7. The Players can then alternate his next three pools of reinforcements.
Each option has historical number and strength of units, so it doesn't change play balance.
Options are juxtaposed in attached htm file. The whole mechanism is shown in attached presentation.
Expected reinforcements are shown in TO window at turn 2. The TO's are information only - no effect if clicked. Reinforcements' enter hexes are described on the map and secured by excluded zone to prevent enemy occupation.
"WHIRL" BATTLE
If both Players selected priority for opposite direction at turn 1(one Player for South only, second for North only or vice versa), the balance of power on adjacent areas is changed. News about it can appear at turn 5. Then timetable of the second wave of reinforcements is changed. The TO's allowing North-South choice don't appear. The reinforcements for each Player enter the battle on one side only. There are 3 possible pools and one of them is random chosen. The expected reinforcements are announced in TO windows in turn 8. The whole mechanism is shown in attached presentation, too.
Options are balanced - each side gets the same number and weight of units as historical North-South pools. The flanks-center TO's at turn 7 are still available.
RUMOURS
Each Player gets "empty" units called "patrols" at turn 1, except the game against PO. The patrols may be used to perplex the opponent, as they look like normal units when partially uncovered. This is for better simulation "fog of war" - not only lack of information, but false information, too.
They also could serve other ends. For one, they are great for converting hexes off the main axis of advance and so slowing any enemy counterstroke. For another - a player can also place them so as to draw an advancing enemy unit of the road and into trees or a river. The patrols can be used as "battue" for routed enemy unit, too.
SUDDEN DEATH
The game is over if one of the Players reaches 250VP. From turn 18, the losing Player gets a TO that allows him to end the scenario earlier, with a normal victory tally. If the PO is losing then the theatre option can also occur. To balance initial setting Germans get 150VP in turn 1, and Russian 30VP in turns 2,4,6,8,10.