Some on-line discussion of Guderian's Gambit (COMMAND 37) ========================================================= Lou Coatney writes: Having obtained a copy of GUDERIAN'S GAMBIT, I think I'll review it ... after actually playing it. :-) A few preliminary impressions/comments: 1. Although I had thought it was predicated on the thesis of the book HITLER'S PANZERS EAST, that the Nazi Germans *could* have won World War II in the summer of 1941 if they *had* proceeded on to Moscow, instead of turning south to pocket Kirponos' southern armies, Ty Bomba mentions a book by David Glantz (I hadn't heard of!) instead, as a principal source. 2. *This* kind of "alternative history" wargaming I find much more legitimate than say ... gag! ... SS AMERIKA and its ilk. Ty has taken a serious historical thesis and given us a chance to test it! ... to whatever degree of realism/objectivity he has achieved. 3. However, as to its accuracy, I do see it flawed, although not fatally, particularly concerning the map. Only the Moscow-Minsk ("metalled") Highway is depicted, when the older Roslavl-Maloyaro- slavets route was just important -- especially before the autumn rains turned *all* the roads into seas/rivers of mud/"rasputitsa." There is also this strange "river" ... :-) ... which reaches down from the Volga reservoirs all the way to the Moscow River making ... along with the Volga-Moscow canal farther east ... an *island* of the Klin/Istra region to the northwest of Moscow! :-) (The graphic impression of this isn't reduced by the super-wide rivers/streams, I'm afraid.) And ... coincidental to our discussion of cannon-counting ... I question why the Soviet tank units' strength should be concealed from the *Soviet* player (as well) before their first combat, since their strengths were much more material-based than the more human-factored rifle units and animal-factored cavalry. Was this just supposed to be an excerpt of your PROUD MONSTER campaign game in this format, Ty? Anyway, neat game! :-) Lou Coatney, mslrc@uxa.ecn.bgu.edu ---------- Ty Bomba replies: Coatney, I keep hearin' you's dead, yet keep poppin' up here like some broke Jack in the box. Damn. Anyway, to try to allay some of your concerns. 1. The Lama River: don't be overly concerned. Yes, it is a minor river, but it IS there. When you actually get into the play of the game you'll find the effects of river lines are minimal, as was the case just about everywhere along the front during this period. 2. Highways: Lou, have you ever noticed that no matter what east front game is under consideration you always happen to know of one more road than the designer put on the map? The significance of the Minsk-Moscow highway lies in its logistical effect. I'm sure something or other that could loosely be defined as a "road" or "highway" exists in virtually every hex on the map. This ONE was included, though, because it almost certainly would've been the one the Germans used to supply such a summer drive. 3. Soviet Hidden Strengths: The strength of Soviet tank units are hidden from both players for the same reason that of all the other Soviet units' strengths are likewise concealed. One of the theses of the game is that we have a higly professional and superbly organized army on one side (the Germans, Lou), at or near the peak of its strength, versus a huge, but organizationally and tactically inept army on the other side. Keep in mind, this game isn't set in December '41, or even October; it's set in July/August. The Reds are in the very pit of their crisis, at the nadir of their disorganization. Their army of June 1941 has by this point been completely wrecked, but no new structure has yet arisen to take its place. Their operations here are therefore the quintessence of "ad hoc." From that perspective, the strength of their tank units can be viewed as having no more of an "objective" strength than that of their straight-leg outfits. Ty Bomba ---------- John Desch remarks that: Lou writes: > And ... coincidental to our discussion of cannon-counting ... > I question why the Soviet tank units' strength should be > concealed from the *Soviet* player (as well) before their > first combat, since their strengths were much more > material-based than the more human-factored rifle units and > animal-factored cavalry. Lou, please remember that at this point in the war no Soviet commander could actually count his tank units arriving at the front in any semblance of their paper strength. Some units experienced an attrition rate of 70-80% in their _approach_ to the battlefield, mostly due to maintenance issues, lack of fuel and lastly, the Luftwaffe. Even as late as 1943 Soviet units experienced a high non-combat attrition rate. The untried strength for Soviet armored units in Guderian's Gambit is entirely appropriate. John T. Desch jtd4@cornell.edu (607)255-5014 ---------- Lou Coatney replies: > Coatney, I keep hearin' you's dead, yet keep poppin' up > here like some broke Jack in the box. Damn. Anyway, to > try to allay some of your concerns. Reports of my demise are greatly exaggerated, as usual. Anyway, Ty, SOMEbody has to keep you guys honest. :-) > 1. The Lama River: don't be overly concerned. Yes, it > is a minor river, but it IS there. When you actually > get into the play of the game you'll find the effects > of river lines are minimal, as was the case just about > everywhere along the front during this period. Ty. You could have accepted my corrections with grace, maybe even saying you'd include them in a revision, if demand for the game ever merits a reprinting ... but NOOOOOOOOOO ... :-) ... and your natural combativeness now gives me opportunity to expand upon/substantiate my case. (Incidentally, Al Stewart's "Roads to Moscow" is playing in the background. My son likes it, too.) The Lama River is a significant, natural defensive line extending down from the reservoirs southeast of Kalinin. Volokolamsk, where the "Panfilovtsi" -- the troops of Panifilov's fabled 316th Rifle Division -- fought to the death historically, in November, is on the river. However the river does not extend down to or near the Moskva River, as is shown on the map, to give a continuous river/ defensive line. ... and there was no time to fortify that line in GUDERIAN'S GAMBIT's given scenario. It is unfortunate the Istra River leading up to the Istra Reservoir east of the Lama's origin and feeding into the Moskva was omitted at this 9-mile per hex scale -- twice as large as PROUD MONSTER's ... and there are other neat features of the area missing, as well. (The argument for rail lines is twice as big/strong in this game as in PM, Ty. The rationalization that the Soviets would tie up there railroads evacuating factories is irrelevant in a to- the-death-struggle for Moscow.) No matter how small the terrain advantage, any competent Russian player is going to grab it and try to build a defensive line around it, so it should be accurate. In any case that -1 on the die roll *can* be decisive, especially in the case of evenly matched opponents ... such as ... say ... a "schwerpunkting" Panzer division vs. a rifle division or two rushed up to plug a gap. > 2. Highways: Lou, have you ever noticed that no matter what > east front game is under consideration you always happen to > know of one more road than the designer put on the map? The > significance of the Minsk-Moscow highway lies in its logistical > effect. I'm sure something or other that could loosely be > defined as a "road" or "highway" exists in virtually every hex > on the map. This ONE was included, though, because it almost > certainly would've been the one the Germans used to supply such > a summer drive. Ty. The old Roslavl-NaroFominsk road is even on the map of Dave Williams' old S&T classic magazine game, "Battle of Moscow." There were in 1941 only *two* principal roads from the west to Moscow, and that was the other one. Its route is easily contained by the game's map area, and the rivalry between Panzerkorps -- let alone the equivalent of two Panzer*groups* -- for a road-axis for advancing would have *guaranteed* the importance and use of the route. The road appears on all the major studies of the (later) 1941 Battle of Moscow, let alone on the basic maps of RAZGROM-NEMETSKO FASHISTSKIKH BOISK POD MOSKVOI, the definitive Russian account. It also appears on the "Lage Ost" base map. Finally, it was one of the principal invasion routes stipulated in Dr. von Luttischau's letter to me -- he is the author of the CMH's *first* volume on the Russian Front in World War II ... yet to be completed/published -- which I re-posted (with his permission) on CONSIM-L. The German player should *indeed* have this additional route of advance/attack available to him, especially since it is going through a the concentrations of forest on the game map. A mutually supporting two-pronged offensive is obviously stronger/better than hey-diddle-diddle-straight-up-the-middle from Smolensk. (And I might add that the inaccurate configuration of the gamemap's forests bears a disconcerting resemblance to that of SPI's old contemptible, MOSCOW CAMPAIGN. *Who* did the map research on GG? Joe Youst has done an excellent job resolving the forests in the recent Moscow games he did the mapping for, and check the official Soviet history of The Great Fatherland War for its partisan operations maps which necessarily have generally accurate representations of the major Russian forests at the time.) > 3. Soviet Hidden Strengths: The strength of Soviet tank units are > hidden from both players for the same reason that of all the other > Soviet units' strengths are likewise concealed. One of the theses > of the game is that we have a higly professional and superbly > organized army on one side (the Germans, Lou), at or near the peak > of its strength, versus a huge, but organizationally and tactically > inept army on the other side. Keep in mind, this game isn't set in > December '41, or even October; it's set in July/August. The Reds > are in the very pit of their crisis, at the nadir of their > disorganization. Their army of June 1941 has by this point been > completely wrecked, but no new structure has yet arisen to take > its place. Their operations here are therefore the quintessence of > "ad hoc." From that perspective, the strength of their tank units > can be viewed as having no more of an "objective" strength than > that of their straight-leg outfits. >Ty Bomba I hear your (and John Desch's) argument on this, Ty, but there is no question that a brigade of 40-50 T34s and KVs is going to be more powerful than a burned out division having a handful of T26s and BT5s/7s. Remember Stalin's little "accounts" book he carried which he used to keep track of the numerical strength of such units? Remember how Lelyushenko was told that if he lost his "Katyusha" units, he would lose his *head*? ... later ... in the historical battle. What's more, letting the *Soviet* player know the actual strength of some of his units would turn the tables on the Germans, intelligence- wise ... and he could even deploy his weaker tank units as "maskirovka" decoys! It would add a LOT to the game system and to the game. Think it over. From just my cursory scanning of GG, it reminds me of Dunnigan: brilliant in conception, flawed (but not fatally) in execution. Lou Coatney