Position Four – A Megablitz Scenario

A Megablitz scenario for WW2 featuring the Infiltration of Position Four.

Historical Situation

Thanks

Thanks to Martin Rapier for advice on this scenario.

Setting: Eastern Front, Central Sector; Sometime 1 Feb – 22 Nov 1943

See Hartmann: Infiltration of Position Four for the full historical situation.

As part of a 60 km staged withdrawal the German 87th Infantry Division occupied Position Four. The Russians attacked the front of the division, particularly the high ground of Sector East, for a couple of days. Meanwhile they were infiltrating two rifle regiments into the German rear via the swampy woods between Sector East and Sector West. When discovered the infiltrators were already outside village P and on the line N-M. The 87th Division quickly organised a counterattack including the Division reserve (tanks and infantry) from the north and a scratch force from the south. The Germans annihilated the two Russian regiments which meant there was no attack on the German positions on day four.

Infiltration of Position Four 

1.5′ x 4′ table; 15 x 40 km
Ground scale 1:33,333
i.e. 1 foot on table ~ 10 km

Map/Terrain

The map is based on Sketch 3 from Hartmann’s notes.

Key features are:

  • Position Four is marked with a line on Hartmann’s Sketch 3 but this probably corresponds the middle of the position. I’ve supplemented this with a box representing the entire position.
  • Germans south of the line P4-P4, outside woods.
  • Russians deploy north of the line S-S. [In the optional variant starting with the road cut a Russian Division can deploy in the red box labelled I.]
  • Three to four kilometres of dense swampy forest divided the two sectors (West and East) of the German position. This swamp is impassable to the Germans.
  • Sector West was open terrain
  • Sector East was on high, open ground that was particularly suitable for defence.
  • The only road was an improved highway through Sector East; the entire supply of 87th division and of the division on the right depended on that road.
  • Towns and woods are difficult going off road. Woods are impassable to vehicles. Every thing else is good going.

Pre-game preparation

  1. Soviet Player allocate Corps level troops to Rifle Divisions.
  2. Soviet Player swaps zero, one or two Dummy Rifle Regiments from the fourth Rifle division with a real Rifle Regiment in another Rifle Division.
  3. Germans deploy.
  4. Soviets deploy.

Russian Player (Attacking)

You are the commander of a Russian Rifle Corps. You are pursing a German Infantry Division – the 87th – as it conducts a staged withdrawal in front of your troops. The Germans have just settled into their fourth position in the withdrawal but you are determined to break them before they can retreat further. Their new position has a fundamental weakness – a large swampy wood – in the middle. You believe you can infiltrate some of your infantry, albeit without heavy weapons, through this wood into the German rear and thus cut the German’s supply line. That could, potentially, allow you to bag the entire enemy division. Alternatively you may have just enough troops to smash through the front.

Objective

Destroy the 87th Infantry Division.

Forces On-table

A rifle corps plus armoured support.

(Rating = Trained)

Unit Name Type Strength Notes
Corps HQ Command 1
Signal Battalion Command 1
Corps Transport Wagon 2 LOG
Artillery Howitzer Brigade * 122mm Howitzer 3 10km range
Horse Limber or Tractor or Truck 2 LOG
Artillery spotter on horse back or in Truck r Observation stand
Artillery Regiment * 76mm Gun 3 5km range
Horse Limber or Tractor or Truck 2 LOG
Artillery spotter on horse back or in Truck r Observation stand
Tank Regiment * T34 2
Tank Regiment * T34 3
Pioneer Battalion * Engineers + Truck 2, 3EP
 
Rifle Division
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
 
Rifle Division
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
 
Rifle Division
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
Rifle Regiment Infantry 4
 
Rifle Division
Dummy Rifle Regiment ** Infantry 0
Dummy Rifle Regiment ** Infantry 0
Dummy Rifle Regiment ** Infantry 0

* Corps level units marked with a * must be assigned to one of the Rifle Divisions before the game starts. They can all be assigned to a single Rifle Division or split up as the player wishes.

** The Dummy Rifle Regiments are purely a mechanism to allow hidden movement. It basically means the Germans won’t know whether real troops are being funnelled through the forest or if the entire Corps is being massed in front of Position Four. They are SP 0 units and the normal rules apply. Before the game starts the Russian player has the option to swap zero, one or two or the Dummy Rifle Regiments with a normal Rifle Regiment in a different division. This could, for example, allow the Soviet to infiltrate a division with two real Rifle Regiments and a Dummy Rifle Regiment – simulating what happened historically.

Deployment

The Russians second deploy north of the line S-S.

Logistics

Overnight replenishment from the rear is 1 LOG point down the road (if necessary assume it comes in a Truck in T).

Infiltrators with a supply line through the large swampy wood will be in ‘distant’ supply (Blue marker; Allowed SART orders; normal combat; surrender when SP=0).

Air Support

None

Reinforcements

None

German Player (Defending)

You are General Der Artillerie Walter Hartmann commanding the German 87th Infantry Division. Your division is conducting a staged withdrawal in the face of advancing Soviets. Your division is in the fourth position in the withdrawal and must hold this position until the fifth position is prepared behind you.

Objective

Hold Position Four for five days.

Forces

The entire 87th Infantry Division. plus some armoured support (tanks and assault guns). They are in a prepared position so some stands can be dug in (fortified).

(Rating = Regular)

Unit Name Type Strength Notes
HQ Staff Car 1
187th Signals Battalion Radio Wagon 1
187th Divisional Transport Services Wagon 2 LOG
187th Anti-tank Battalion 50mm PaK 38 AT Gun
and Truck
3
187th Reconnaissance Battalion Cyclists r3
187th Pioneer Battalion Engineers & Wagon 3, 2EP
Tanks PzKpfw IV 2
173rd Infantry Regiment
Infantry Battalion Infantry 3
Infantry Battalion Infantry 3
185th Infantry Regiment
Infantry Battalion Infantry 3
Infantry Battalion Infantry 3
187th Infantry Regiment
Infantry Battalion Infantry 3
Infantry Battalion Infantry 3
 
187th Artillery Regiment
1st Battalion, 105mm H 18 Howitzer 2 10km range
Horse Limber 2 LOG
2nd Battalion, 75mm Infantry Gun 1 5km range
Horse Limber 2 LOG
3rd Battalion 75mm Infantry Gun 1 5km range
Horse Limber 2 LOG
       
Fortifications      
Zero or one SP 1 Fortification for each unit deployed in the blue box at Position Four Fortification 1  
2 x Minefields (each 12 x 3 cm) Minefield 1  

Deployment

Germans deploy first south of the line P4-P4 outside woods and outside the red box labelled I. Any stands deployed at the start of the game within the blue box representing Position Four can be dug in (i.e. fortified with SP 1); they lose this benefit if they move.

Logistics

Overnight replenishment from the rear is 1 LOG point up the road (if necessary assume it comes in a Truck in T). Cutting the road behind the division supply train is going to cause difficulties in a few days, but obviously if the supply train is overrun, they are going to be on short supply very soon. In either case they’ve only got a couple of days artillery ammo.

Air Support

None

Reinforcements

If the Soviets cut the highway between Position Four and the German table edge then the Corps HQ will provide a scratch force to help open the road. These arrive on the German table edge – anywhere the German player wishes. The earliest they can appear is two turns after the Russians cut the road, although the German player can delay their entry if they wish.

Unit Name Type Strength Notes
2 Companies of Infantry Infantry 2
Assault guns StuG III 1

Victory Conditions

The game ends at the end of day five (after the night move). At the end of the game the Russians gain Victory Points (VP) as follows:

  • +1 VP for each German stand destroyed (below 0 SP and removed from table)
  • -1 VP for each German stand (up to 10) within the blue box marking Position Four

Calculate the VP and then check for victory at game end:

Russian Victory Points Victory
0-4 Major German Victory
5-8 Minor German Victory
9-12 Draw
13-16 Minor Russian Victory
17+ Major Russian Victory

Scenario Special Rules

  • The game lasts five days. A day comprises five day-light turns and an overnight turn.
  • Towns and woods are difficult going off road. Woods are impassable to vehicles. Every thing else is good going.
  • German stands, of any type, may not enter the large swampy wood. This reflects their inability to establish a protective cordon across the wood.
  • Visibility in woods is half of normal.
  • The Russians can infiltrate the large swampy wood. There are no special rules about the infiltration, except, as noted the Germans can’t enter the wood. Normal movement rules apply in the wood.
  • The positions on the hill in Sector East are easy to fortify. An engineer stand must expend only 4 EP to prepare one field position rather than the normal 10.

Optional Rules

  • You could always speed things up by starting the game with the main road cut. The Soviet can deploy a Division of three rifle regiments on the road and/or in the little wooded areas (within the red zone I). As per the Soviet Order of Battle above, some or all of the regiments could be real or dummy. This variant starts on at the start of the night move on day three. Because of that the Germans don’t have overnight supply for day three.

Notes

A reminder of some standard rules:

  • Fortified positions are worth SP 1 in combat.
  • Minefields attack any stands entering, are SP 1, count as under Static orders for combat, and only take casualties from engineers and/or anti-mine troops.

Off-table supply replenishment is at a set rate. These are supplies being sent forward from the rear (in T either truck or horse drawn) to replenish the on-table logistics stands. It is advisable to put the on-table supply stands on an available road so the supplies can reach them. Obviously cutting the road prevents more off table replenishment.

I also considered playing the game at 1:25,000 Scale. This gives a 2′ x 5′ table; 15 x 37.5 km, i.e. 1 foot on table ~ 7.5 km. The map was made by taking Sketch 3 from Hartmann’s notes and overlaying a grid and a longer road. I didn’t go for this because the sizes of my bases matches 1:33,333 better.

Infiltration of Position Four 

2′ x 5′ table; 15 x 37.5 km
Ground scale 1:25,000
i.e. 1 foot on table ~ 7.5 km

References

Hartmann: Infiltration of Position Four

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