Operation: Hubertus (GIA+)

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billsoz

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Jul 22, 2012, 6:35:59 PM7/22/12
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The opening setup of Operation Hubertus between Bill Sosnicki (German) and Laurent Weimer (Russian).  STALINGRAD, RUSSIA, 11 November 1942:  For General Paulus, the battle for control of the city of Stalingrad had become the battle of attrition he feared. Shortages of ammunition and heavy weaponry were serious, but the crucial deficit lay in combat troops.  None of the German divisions were near normal strength, and the only reinforcements being received were a trickle of convalescents returning to front-line duty.  Paulus repeatedly appealed for major reinforcements, citing his casualties and arguing that recent directives on staff billets and urban minefields did little to augment his offensive forces.  He felt strongly that time was running short for his Sixth Army to secure the remaining tenth of the devastated city still held by the tenacious 62nd Soviet Army.  Operation Hubertus was the last ditch attempt by General Paulus and his sixth army to secure the city of Stalingrad...
 
 
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billsoz

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Jul 22, 2012, 7:07:11 PM7/22/12
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The Germans opened up the fight with good succcess breaking many of the Russian units occupying the upper levels and even quality reducing the 10-3 to a 10-2 leader due to failing his ELR.  The right flank of the German attack consisted of Engineers and elite 468's moved forward to attempt to take the bldg located at 20DD6.  Unfortunately the Berserk cav unit refused to cooperate by either being elimnated or reduced in size.  Movement along the remaining front was minimal to non-existing.  They will have to be content with just working on dampening any Russian strongholds for the time being.
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billsoz

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Jul 22, 2012, 7:25:27 PM7/22/12
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The Berserk unit in bldg 20DD6 avoided any harm to it, so the German Advanced adjacent to it on 3 sides.  Since it will be unable to attack during prep, the German forces will have an opportunity to elim it or at least reduce it down to a Half-Squad in time for CC attacks to occur. The German left flank will be content to continue laying down as much firepower as they can in the hopes of weakening the Russian positions.
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billsoz

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Jul 22, 2012, 7:53:29 PM7/22/12
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The Russian forces were hit hard enough in the opening volley by the Germans and it showed as minimum damage was sustained by the German during the Russian Prep Fire.  Just a couple German squads were broken.  The Russian played "Hide and Seek" or "Now you see me now you don't" tactics in its MPH which worked well for both sides as minimal losses were taken by both sides. As the Russian units were in hiding, there was very little DF to be had except for 1 Russian 447 which went berserk.  The Russian then repositioned his forces back into positions during APh.  During the CCPh, both sides were unsuccessful and the Cav and Eng were left stuck in the midst of hand-to-hand combat.  The Germans it seems was on the move!
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billsoz

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Jul 22, 2012, 8:29:58 PM7/22/12
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The Germans opened up again with plenty of firepower but the best results acheived were from the OBA which broke the units in the Fortified bldg and reduced the Berserk unit to a HS.  Germans moved forward to take bldg 20DD6 and position themselves to take Bldg 20BB5, while the left flank started to make its move towards bldg 22X8. 
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billsoz

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Jul 22, 2012, 8:48:23 PM7/22/12
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Russian time around showed they were there and they were ready to fight.  Several German units were either pinned or broken from the Russian retort.  But they left enough of the German units to follow thru with advancing fire.
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billsoz

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Jul 22, 2012, 9:10:40 PM7/22/12
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German managed to wrestle control of both Bldgs 20DD6, 20BB5, and 22W8 in CC.  Some progress was finally made moving forward in the center, however, the left flank is still frozen in place.  A major set back occurred when one of the STG's MA malf.  How fast the Russians can overcome some setbacks are yet to be seen...
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Scott B

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Jul 23, 2012, 1:28:43 PM7/23/12
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hi Bill,

a question about stairwells and second level in GIA.  Did the rules change that all multi-building hexes have an inherent stairwell to 2nd level and a square dot is a stairwell to a third level?  In SL i'm used to just the square dot being a stairwell.

S

billsoz

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Jul 23, 2012, 7:01:19 PM7/23/12
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Hi Scott
 
Just a few differences between SL-COD and  GIA rules...

 

142.22 A unit can carry only one more PP during its APh (RE: 5.73) than its IPC (EXC: two SMC’s may combine to carry 3 PP’s).

155.2 TRAVERSING STAIRCASES: Movement up or down building levels within a building hex now costs only one MF per level moved.

155.11 SINGLE-STORY HOUSE: All single hex buildings which do not contain a staircase symbol are considered level one obstacles to LOS and cast a one hex blind zone for LOS to or from a higher level. All units in such buildings are considered at ground level.

155.12 TWO-STORY HOUSE: All multi-hex buildings which do not contain a staircase symbol are considered level 1½ obstacles to LOS and cast a one hex blind zone for LOS to or from a higher level despite also having another vertical level in each hex besides the ground level in the form of a 1st Level capacity. All buildings of this type have an inherent staircase present in each hex. Units on a 1st Level counter are considered to be at level one, even though the building itself may be only a level 1½ LOS obstacle. Normal upper building level rules (57 & 125) apply. A 1st Level counter is treated the same as a 2nd Level counter except for the difference in elevation.

155.13 MULTI-STORY BUILDING: All buildings containing a staircase symbol are considered level 2½ obstacles to LOS and cast a two hex blind zone for LOS to or from a higher level. Such buildings contain both a 1st Level and 2nd Level capacity in each hex in addition to the ground level. Such buildings have no inherent staircase other than those represented by the white staircase symbol.

155.14 3RD LEVEL STRUCTURES: Level 3½ obstacles to LOS and 3rd level capacity are created only by SSR and are identified thereafter by placement of a 3rd Level counter on the appropriate hex(es).

(and also something to consider when considering enteringa single-story wooden house....)

170.7 CELLARS: A fully-tracked AFV which is neither CE, OT, nor carrying passengers may move into a single story wooden building at a cost of 4 MP’s plus an immobilization check (144.8), and in so doing creates a wooden rubble counter in that hex, if the AFV rolls a 6 on the colored die of the immobilization check, the AFV has fallen through the floor to the cellar and is replaced by a wreck. The AFV crew would roll normally for survival. Cellars have no other use in the game.

170.71 An AFV may not move through a rubble hex containing an immobilized or wrecked vehicle of any type. An immobilized AFV in a rubble hex may not change its VCA or TCA.

170.72 Any non-berserk infantry unit in a wooden building hex rubbled by the entry of an AFV is automatically broken after resolution of any overrun attack, and must rout from that rubble hex in the next RtPh or be eliminated. Heroes and berserk units must also leave the rubble hex in the RtPh, but are limited to a one hex move. They are not broken/wounded. An already broken unit would be treated as per 142.312.

Another aspect to consider in this scenario is:

161 Fortified buildings

161.1 Fortified buildings belong to the fortification category. No counters are used to indicate fortifications of this type. Only buildings can be fortified and only by SSR.

161.11 The number of fortified building levels is specified by SSR. If the specific location of such buildings is not specified, they must be selected and secretly recorded prior to the start of play. Buildings cannot be fortified during play. A fortification is not revealed until an enemy unit attempts to enter it, or it is fired on with a result which would be different due to the increased TEM.

161.12 In DYO scenarios all levels in a given hex of a multi-level building may be fortified, but only if all lower levels of that building are fortified. Improvements must be made, in any one hex, from the ground up. Thus, a fortified first level is possible only if the ground level directly below is also fortified. Improvements, or the lack thereof, in adjacent hexes of the same building do not affect this. Except as specifically modified below, fortifications are treated identically to other buildings.
161.2 Movement into a fortification is a function of whether or not the moving unit is friendly. Since the fortification is neutral, “friendly” is determined by which side’s forces occupy, or were the last to solely occupy, the building level in question.

161.21 Enemy infantry units may not enter a fortification hex during any phase so long as an unbroken, unpinned enemy squad (not just its equivalent in unbroken HS’s) is inside. Units which unknowingly attempt to advance into a fortification hex occupied by an unbroken, unpinned enemy squad lose their APh capability for that turn and must remain in their present hex.

161.3 A unit in a fortification enjoys defensive advantages with respect to both incoming fire and CC.

161.31 The TEM for a fortification is +4 for a fortified stone building and +3 for a fortified wooden building. Should a CH occur, the modifier becomes -4 or -3 respectively as per 109.4. HE fire vs a fortification on the Building target type is eligible for an additional +1 TEM.

161.32 The initial turn’s CC in a fortification is not resolved simultaneously. The defender executes his attack(s) first, and only the surviving attacker(s) may attack in return. Should a melee develop, the defender loses this advantage during subsequent CC rounds even if the attacker is reinforced by new entrants into the hex.

161.4 A fortification differs from a normal building in that AT/INF Guns ≤ 76mm may occupy the fortified upper levels of a multi-level stone building (RE: 57.6). Such a weapon must begin the scenario in place and cannot be moved from either that hex or that level during play. The minimum distance such a gun can fire at a lower target is equal to the difference in levels between the target and the firer. Other types of ordnance may occupy the ground level of a fortified building but may not fire at aerial targets or use indirect fire.

161.5 FIRE: All attempts to start a fire in a fortification or to have a fire spread to an adjacent fortification are penalized by a -1 DRM.

Didn't want to get to specific but you can see that things change a little bit when you start playing GIA, there's more to consider than just fire and move...

Bill

billsoz

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Aug 6, 2012, 8:31:44 PM8/6/12
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German Turn 3 saw several attempts at advances forward but a number of them were stopped cold, and the units retreated.  Firing squads will be the norm if things don't get turned around soon.  Reinforcements (shown in red dotted lines) in the form of 2 more STG's (150mm) were sent into the center to bolster the situation there, and additional troops were sent to help with the stalled advance on the right flank.  The left flank, well, what can be said, their 2nd line troops.  I don't expect much from them.  Artillery is needed...and more troops.
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billsoz

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Aug 15, 2012, 9:51:53 PM8/15/12
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Overall, during the Russian Turn 3 Laurents Russians managed to reposition themselves without losing too much during the German DFPh, then managed to rally some key units across the entire line for the upcoming German Turn 4.  German player has been bitten once by some cleverly placed booby traps set by the Russian.  German will be hard pressed in the coming turn....
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billsoz

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Aug 15, 2012, 9:58:33 PM8/15/12
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The Germans have started to make their move on their left & right flanks, the center moving slowly.  The Russian has left an open door for the German to advance into by successfully  using Sewer Movement!  However, this could have been just what the Russian wanted so the German could fall into one of those 'booby trapped' hexes!  If successful though, the Russian units advancing across the start line will be cut off from the Russian front line.  Meanwhile the German emerges from the sewer lighting his FT in anticipation of lighting things up a bit....
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billsoz

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Feb 9, 2013, 9:21:50 AM2/9/13
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Final Update:
 
The Germans were hard pressed to begin with but things really got hard with the appearance of the Russian tanks.  The German front disappeared quickly as the Russians began to mount a counterattack behind the arrival of their tanks.  A couple small pockets of German squads here and there managed to break through the Russian lines but were eventually cut off and eliminated.  With his entire front decimated the German commander ordered a cease fire and surrendered what was left of his army…
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