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Introduction
These notes are largely based on my reading of the highly
acclaimed war history book “Stalingrad” by Antony Beevor. I’ve also recently watched
two films about the battle. “Enemy at the Gates” is an American film telling
the story from the Soviet perspective (unfortunately with inappropriate British
accents). In particular it follows the fortunes of “noble sniper” Zaitsev.
“Stalingrad” is a German film telling the story from the German perspective
(again, my version is ruined by the voice quality, this time because it is
badly dubbed into English, rather than being in the original German with
English subtitles). This film follows the fortunes of a particular unit in the
Sixth Army through the whole campaign, including fighting in the city, fighting
tanks in the snow, and the general degeneration of the army after its
encirclement. Both films contain horrific scenes, but it is only after reading
Antony Beevor’s book that I realise the films are in fact pretty accurate.
The purpose of this set of notes is to review my
Russo-German War wargames and the rules I have created, in light of the above,
to see if any changes are needed and also to consider how to wargame the
Stalingrad campaign specifically.
I use the term “campaign” to refer not only to the fighting
in the city itself, but also to the battles around it. This includes the
advance of the German Armies before Stalingrad and the encirclement and
annihilation of the German Sixth Army.
Observations
- The
character of the opposing armies was quite different. In particular, the
German Wermacht comes across as being composed of very professional
soldiers, whereas the Soviet Red Army was much less professional but
extremely patriotic. German officers were closer to their men. Red Army
officers were incredibly wasteful of the lives of their men. Despite the
Soviets living under a harsh and cruel regime, they were fully prepared to
sell their lives in its defence. All of this is of course generalisation.
For example, there was a large number of Soviets who went over to the
German side. When the weather was extremely harsh, the Germans suffered
but the Soviets generally seemed to regard it as healthy.
- As
part of the Communist regime, Red Army soldiers were constantly under the
watchful eyes of the NKVD, a kind of Communist police. Anyone who showed
any indication of not being 100% committed to the Communist ideology or
not being 100% committed to killing Germans and defending their country,
by selling their lives if necessary, were likely to be removed and
executed. This included being outspoken against the regime or not zealous
enough in the attack. It also included anyone who was captured by the Germans.
At one point in the campaign, NKVD units were ordered to form a second
line behind the front-line units, to shoot down any of their own men who
tried to retreat.
- Air
attack should not be ignored in wargames. In particular, German Stuka
dive-bomb attacks were an important part of the German arsenal of war.
Me-109s would also make strafing attacks against convoys. Heinkel 111
carpet bombing attacks, as used to decimate Stalingrad, are outside of the
scope of the rules. In the city, the Soviets made attacks at night using
U-2 biplanes, as well as dropping supplies to their own men.
- I
need rules for trenches, dugouts and bunkers, barbed wire, minefields and
sappers, features associated with the trench warfare of the First World
War.
- I
may need to consider night fighting. The Red Army in particular made most
of their attacks at night in Stalingrad, mainly because they would not be
targets for air attack.
- On a
technical note, there appears to be a much sharper drop-off of anti-tank penetrating
ability with range than my current rules allow. The impression I get is
that inside “penetration range” hits will normally penetrate, whereas
beyond that range they will always fail to penetrate.
- Regardless
of the superior qualities of the Soviet T-34 tank over the German tanks,
especially their main battle tank in this campaign the Panzer III, The
German panzer forces consistently proved themselves to be far superior.
Their superiority was mainly due to much better tactics and much better command/control.
This is not currently reflected in my rules.
- Vehicles
would freeze up in the extreme cold, to the point that they may not be
started, even after lighting fires underneath the engines.
- The
harshness and brutality of this campaign do not come across in wargames.
Should they? Civilians, POWs, deserters, drunks, self-inflicted wounds,
confusion, propaganda, partisans, Cossacks, Nazi police and Soviet NKVD.
Also of course the severe Russian winter, equipment shortages, starvation,
frostbite, disease, battle injuries and field hospitals.
- The
strategic element also does not come across in wargames, but perhaps that
is impossible at the scale they are set. Panzer blitzkrieg, fuel dumps,
ammunition supply, railheads, horses.
- The
wide-tracked T-34s had better cross-country performance, especially across
snow, than other tanks. It also gave them an advantage crossing trenches
and beating down barbed wire.
- Features
of the city fighting not mentioned: Snipers, assault squads/storm troop
squads, flamethrowers, artillery observers, tanks, petrol bombs and
grenades, the Volga! And especially the harshness and ruthlessness of both
the living and the fighting.
- Russians
always had better winter equipment than the Germans (obviously, because
that was their home environment), including white snowsuits.
- Soldier
morale – is this really an issue? In combat, generally both sides fought
like dogs. The incidents of desertion, crossing over, self-inflicted
wounds, etc. were at times of relative inactivity or while on sentry duty.
There seems to be very few cases of units routing from combat or
surrendering. But then Soviet routers would be shot down by their own
side, and on both sides men were afraid to surrender because of the
treatment they expected to receive.
- I need
rules for Katyusha rockets, which were used extensively.
- It
seems in the winter snows all artillery and anti-tank guns, as well as
vehicles, were whitewashed.
- I
don’t believe my Russian village buildings are used accurately. For a
start, there would be very few intact. They were either burned down, or on
the Steppes, stripped of their wood. All that would remain would be a
stone chimneybreast. Secondly, my rules should include the effect of
artillery and mortar hits on buildings. Wooden buildings would be
completely reduced with one or two hits.
- Overall,
I would like the rules to reflect the differences between the armies, as
mentioned above. The Wermacht professional soldiers, showing a high degree
of initiative, the Red Army poorly trained yet very brave and patriotic
and particularly stubborn in defence. They also seemed to have a limitless
supply of people, although of varying quality.
Scenario Ideas
- Fighting
in the city itself, among the rubble and skeletons of taller buildings, perhaps
around the bombed factories or rail yards.
- German
armoured thrusts across the Steppes towards Stalingrad and the Volga.
- The
Soviet capture of the Don crossing point at Kalach, spearheaded by a
couple of captured German tanks which crossed the bridge unopposed and
then opened fire on the Germans, who were completely taken by surprise.
- The
Soviet storming of the airfield at Tatsinskaya, used to bring in supplies
to the encircled Sixth Army and evacuate wounded. The JU-52 transports
hurriedly tried to take off while Russian T-34s took shots at them.
Changes to the
Rules
The following are my first thoughts on how my wargames rules
should be changed to reflect the observations above.
- I am
inclined not to change the current rules for armour penetration. Despite
my observation #6 above, the rules work very well and it is more likely
that any change will make them worse. Also, having played a lot of games
with these rules many years ago, I remember the feeling of exasperation
when small calibre guns went up against heavy armour, and this is exactly
what I want to reproduce.
- I
have already suggested some changes to reflect the differences in quality
between German and Soviet troops. All German anti-tank guns get +1 to hit
to reflect better sights and better training. Most importantly, the
Soviets must have severely handicapped command and control to prevent them
using sophisticated attacks or co-ordinating their attacks. The following
are possible suggestions for trying to reproduce this aspect: (i) Prevent
implicit communication between units, except command elements. This means
that units cannot engage any enemy they have not themselves spotted. (ii)
Units cannot move and fight independently, but only at a higher level of
organisation, e.g. tank “squadron” or infantry “battalion”. (iii) The
Soviet player has only a limited number of command actions that can be
made in one turn, probably only one. A command action is needed to advance
a formation, halt a formation, change the target for a formation (except
in defence and subject to target priorities), and so on.
- Weather
effects are generally significant at the strategic level rather than the
tactical level. However, the following are suggestions for introducing the
effects of severe weather into games: (i) Vehicles allocated to a mission
have an “availability”. In cases of extreme weather, their availability
decreases so that there is a higher chance that they will not make it at
all to the battlefield. (ii) In the case of thick mist, blizzards, etc.
aircraft will be grounded and visibility severely reduced so that enemy
cannot be spotted at long range. The sound of tanks can be heard before
they are sighted, but not infantry. (iii) In extreme cold, all rivers are
frozen and can be crossed by troops on foot. Light vehicles can cross if
the crossing point is first prepared with wood. In less extreme cold,
vehicles can never cross, but infantry may be able to cross at risk to
themselves.
- All
Soviet armies should have NKVD representatives, certainly at HQ but ideally
also armed NKVD units. Their primary role is to prevent withdrawal. They
will always form a second line within firing range of front-line troops
and will open fire on these if they withdraw. The German player should
enforce this rule. If only represented at HQ, then if any formation is
ordered to withdraw, the commander is removed from command and the NKVD
officer takes over. From that point on, no withdrawal may ever be ordered.
For one turn after the changeover, no orders (command actions) may be issued.
- Rules
need to be added for ground attack by aircraft. Availability or otherwise
of aircraft must be determined by the particular scenario being played.
Even then, the exact moment of entry and the size of force should be
randomised. I see no purpose in physically representing the aircraft with
models. The ground attack rules must consider Stukas, Me-109s and U-2s,
including nighttime attacks. Rules will also be needed for anti-aircraft
defences, particularly flak guns but also the Soviets improvised anti-tank
rifles to shoot at aircraft.
- I
need rules for trenches, dugouts and bunkers, barbed wire, minefields and
sappers. These must also consider the effect of bombardment, assault and
tanks.
- I
would consider nighttime operations as special cases. The scenario must
provide any special rules.
- Aspects
of the harshness of the campaign are generally outside the scope of
small-scale combat actions. Possibly the vehicle “availability” rule suggested
above could also be applied to infantry. Weather, food supplies, etc could
affect the numbers and quality of units. If one side is suffering
particular depredation compared to the other, for example the Sixth Army
after its encirclement, their performance should be reduced with movement
penalties and shooting penalties.
- Ammunition
and fuel availability can have a significant impact on combat. Ammunition
shortage can be represented by only allowing units a fixed number of turns
of shooting, represented by chits. If these are all used up, they cannot
shoot. Fuel shortage could be represented either by movement chits similar
to those for ammunition, or else by imposing certain restrictions on
vehicle movement. This is probably best determined by the particular
scenario.
- One
consistently overlooked aspect of military operations in wargames is
management of wounded. When units suffer severe casualties, they cannot
just continue to move as normal without consideration being given to the
movement of wounded, either taking them with them or arranging separate
evacuation to rear areas. One possible suggestion for reproducing this
factor in a practical way is that when a unit takes a certain number of
casualties, as well as removing the casualties, replace one of the
unaffected models by a wounded model, reflecting the fact that the
performance of the active element of the unit will be reduced by the need
to give some assistance to the wounded among the casualties. The wounded
figure cannot fight. Furthermore, each wounded model reduces the unit’s
movement allowance by say 1”. This needs some further thought. It means
that in units which are decimated, rather than the last couple of men
fighting on regardless (assuming they are not compelled to fall back), they
will be completely pre-occupied with assisting their wounded comrades.
They will not be able to fight and will only be able to move very slowly.
Alternatively, it could be argued that this aspect is factored into
casualty rates. Should the unit as a whole have reduced movement because
of a couple of wounded? And what if there are stretcher parties to
evacuate the wounded to the rear? In practise, all of this is too
complicated to reproduce in a wargame and must be factored in.
- I
would consider giving wide-tracked tanks better cross-country performance.
However, this is a minor consideration and could simply add unnecessary
complication.
- Rules
are need for flamethrowers, especially for flushing out enemy from
bunkers, etc. Consideration should be given to the fact that these men
will be prime targets for the enemy. I would suggest that the owning
player is forced to remove the flamethrower as the first casualty the unit
takes.
- Special
rules are also needed for snipers. They are exceptional shots and have well-sighted
rifles that can shoot accurately to a longer range. They also operate in
small teams of perhaps two men and are experts in camouflage, including
techniques to hide their muzzle flash. In addition, snipers will
specifically target enemy individuals, especially officers.
- Sappers,
snipers and recce troops operating in small formations and in white
snowsuits should be hard to spot.
- The
rules for surrendering should be reviewed, given that this was relatively
rare.
- I
need rules for Katyusha rockets (“Stalin Organs”).
- I
need to add rules for reducing wooden buildings with artillery and mortar
fire, and review their degree of protection to troops inside, which would
be limited against anything bigger than small arms fire.
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