Russo-German War – Crimean Break-in – Turn 10

Turn 10

Here we are, on the brink of victory. Time to steel ourselves for the final push, the last crush of the Russian forces hiding like cowards in the fortress of Sevastopol.

In the Air phase, I push my fighters forward, and lay some heavy air interdiction down over the naval forces just north of the Belbek River.

The 50th infantry thrust along the banks of the River, and begin the encirclement of Sevastopol.

The 22nd close the door on the Fortress, occupying the forested area and the 73rd Infantry bring up the rear.

Here come the Rumanians to exert the final squeeze!

The 24th infantry are freighted through Parpach and along the Kerch penisula, in support of the defending 132nd.

With Air support, the Rumanian 4th initiate an attack on the Russian Naval forces.

The two to one odds pan out badly, I was perhaps too eager to make the hit, any hit – since its been so long since we had any combat. The die rolls land on a 4 and 5 and it results in a A2:D0 end. We lose two units and the defenders remain.

In the main attack on Sevastopol, the 50th and the 22nd co-ordinate their assault.

And trounce the Naval presence in the Fortress. Five to One odds, with subsequent die rolls of 2 and 1, gives us a A0:D5 result. Obliterating the Russian presence there!

Exploiting the Victory, our infantry units enter the Fortress and Sevastopol is ours! Taking this bastion of Russian might certainly raises our will to push on further and rid the Crimea of the inferior Soviet sub-humans!

The 24th make the final push along with the 132nd into Kerch itself. Closing the back door to the Crimea and sealing the devastating loss for the Russians.

Looking at the final Victory Objectives (apologies for the tiny specks on the map) – we can see all VP areas on the map were conquered and captured except the coastal regions of Sudak and Kop Takil. Sudak was a mistake on my part, and Kop Takil was a compromise to enable me to take the slightly higher scoring Kerch. To be honest I wasn’t really tallying up the VP’s by this point, I just wanted to make sure no Russkies could get into the peninsula from the East.

Finally, we are declared THE WINNERS!

Here’s a clearer shot of the final Game Status Results. In terms of City Points, we more or less matched History. However, the losses sustained and the losses caused were 4 and 2 times the magnitude of history. Mannstein would be proud of me. Securing a Grade B for Germany against Grade D for the Russians.

The final look at the map, I managed to pour the German power down the main road and rail links into the peninsula, and cut across the Russian supply lines, and finally bottle up the resistance and destroy it – along with stoppering the bottleneck along the east to prevent Russian retaliation.

I hope you have enjoyed this quite small scenario as it played out, over the weeks, and that you’ve a better appreciation of the entertaining gameplay in the 11 year old Schwerpunkt Title, Russo-German War.

The Bad news is that its over!

The Good news is that Schwerpunkt have two other titles to explore namely Anglo-German War (AGW) and the Middle East War (MDE) –  along with the many scenarios available in RGW! Also, they have a new title in development which marries both RGW and AGW into a new evolution of the Schwerpunkt Engine, called World War II Europe (WWIIE).


2 thoughts on “Russo-German War – Crimean Break-in – Turn 10

  1. Spelk
    Taken a lot of interest in your AAR. I’m struck that this game appears almost boardgame like in it’s design and presentation. There is plenty of grognardy realism in OOB and combat factors, but the impression is of a tighter package. Am I correct in surmising such?

    I have other east front games (Oh, WITE) but I can’t stomach the detail. Or rather, I am so overwhelmed that I have an uncontrollable urge to shut my computer down

    I love complexity and sophistication. I just want bite size chunks and tight designs.

  2. @Dave, you’re right the Scwherpunkt design philosophy is very much grounded in board wargaming, and its games are all about operational choices and maximising your potential during attacks. Everything is on the play map, there is nothing tucked away behind unit information screens. I initially thought that having so much information on the unit counters made the game seem overly complex, but once you’re familiar with the layout of the information there, it makes play very smooth indeed. Your attention is constantly focused on the area of conflict. UI-wise there are some oddities, with the key combinations needed to select units in a stack – but many of the issues present in RGW have been addressed in AGW and MDE – and are being refined for the upcoming WWIIE. However, RGW is a very “pure” experience, its you, and your counters on a boardgame map. Only the way you shuffle them, and execute the different phases can secure success.

    The Crimea Break In scenario is ideal to begin with, because its quite small and bite-size. Some of the other scenarios can get quite epic in scale, but ultimately you’re doing the same stuff. Personally I prefer the Scwherpunkt method to the more jazzed up War in the East, simply because they keep the mechanics and understanding at a manageable level. WiTE is playable at a surperficial level, but I suspect to really get anything out of it you need to dig deeper into logisitcs and TEM’s etc. In fact I think Scwherpunkt’s management of Air involvement is much more hands on than WiTE (where they only allow you to set the Air doctrine, not actually send units in for interdiction, bombing or supply drops).

    Anyway, I’d say give it a try if what you’ve seen in this AAR appeals to you. The game is quite old now though, 11 years, so don’t expect the polish of current wargame titles (like WiTE or Decisive Campaigns).

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Ian Bowes / spelk