Strachwitz at Dubno
On the 28 th June 1941 the panzer kampfgruppe from 16 th Panzer Division under Major Hyazinth Graf (Count) Strachwitz clashes with a specially formed “Mobile Group" under Brigade Commissar N. K. Popel from 8 th Mechanized Corps near the town of Dubno during the opening stages of Ä™Barbarossa'.
Map size: 3040m x 4000m
Total points combined: 23000
Authors: George McEwan and Charlie Meconis
Date: 28 th June 1941
Region: South
Battle Type: Static Operation (see Playing Static Operations )
Attacker Comes From: South
Game Length: 5 battles each 25+ turns, night falls on battle 3
Number of Flags: 14
Opening Battle Slot: Mid-day
Ground Condition: Very dry
Temperature: Hot
Weather: Good
Defender: FOW
Map Contours: Gentle
No-Mans Land: 640m
Playing the Operation
Best played as H2H or as any side against AI with AI sticking to ęcomputer player uses scenario default'. If playing against the AI give it a combat experience bonus of at least +2.
If played as H2H more experienced player should play the Germans.
To be historically accurate do not skip night combat.
Important: When starting the operation please ensure you have clear skies to start. Superior German air power was a key factor in this battle. If the operation starts with overcast/misty/rainy then just restart and cycle through till you get clear skies.
Playing Static Operations
For playing Static operations please refer to the CMBB handbook on the CD as a PDF file.
A couple of points that may not be immediately obvious regarding the size and effect of no-mans land between battles.
After the first battle the main line is defined, just like in other operations, from one side of map to the other, and the distance from one Main Line to the other is the size of the No Mans Land. But troop concentrations within No Mans Land can create a deployment zone of their own (or a situation of being out of supply if there are too little troops there), and these can be quite a lot closer to enemy deployment zones - even right next to them.
This means that although your Main Line may be the specified distance (see briefing) from the enemies Main Line, isolated or advanced units will be closer to the enemies Main Line and it is possible for advanced units to have the enemy set-up right next to them prior to the start of the next battle.
When playing against a human opponent this effect can be managed to allow for a realistic situation by using ęplay as they lay' rules. If playing against the AI it is as well to be aware that the AI can, and will, set-up within spitting distance of any of your advanced units.
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