ORLOVKA BULGE Ver.1.3 Scenario Notes:

Since Ver. 1.2:
1. Lowered visibility from 7 to 6 hexes due to 1.07 upgrade.

Since Ver. 1.1:
1. OOB adjustments, so that units match their transports and other 
   minor OOB adjustments.
2. Complete overhaul of map and deployments.
3. Scenario description re-wording and new .bmp


I created this scenario by using mainly the "Streets Of Stalingrad" 
boardgame as a reference along with other sources. I made the hexes 
300 meters since that is what the game was, since scaling it down 
would have been quite a task; as it was it took about 40 hours to 
make. It was allot easier do to, with John Hill's research and Dana 
Lombardy & David Parham's boardgame design. It is a simple, yet 
excellent simulation, especially for it's size.

This battle historically lasted about 9 days. The Germans pocketed
about 1,000 Russians after the reduced 94th and 389th German Infantry
Divisions broke through the defenses to the Orlovka gully. On the 8th 
October the German XIV Panzer Corps had reported that the battle for 
Orlovka bulge was over, with 600+ Russian soldiers captured along with 
numerous mortars, machineguns, rifles, and armaments. So, events are 
going to happen very fast compared to historical. This is the reason 
why I used allot of blocking hexes. Plus, the Russians as well as the 
Germans had been in these defensive positions for over 17 days. So, 
there was certainly ample time to prepare trenches and barbed wire.
This battle takes place after my "Volga Inferno" scenario.

The "Big & Little Mushroom" fortifications (This is what the Germans 
named them) were massive bunkers connected with deep trenches. The 
"Big Mushroom" was over 300 yards long X 125 yards wide. This is why 
I made that fort two hexes. They guarded the approaches and transport-
ation lines between Rynok and Spartakovka (Stalingrad suburbs). 

If you do not play this scenario against a human, I recommend playing 
as the Germans, since the Russians are basically on the defensive with 
some counter-attacking, but it is by no means a cake-walk, because of 
the high victory conditions. The best German strategy is a slow meth-
odical attack using the terrain, carefully supported by artillery and 
air attacks. The Russians have decent firepower covering most of the 
approaches and when the 6th Guards Tank Brigade and the 21st Tank
Training Battalion get released, the Germans will have to deal with
some T-34's. 

The Germans have 50 air points available on turn one but realistically 
you should not use more than 5 per turn to show more continuous air 
attacks. The Luftwaffe did many bombing missions over this battlefield.

Balkas (Gullies): All along the map are depressions with the rough 
hexes in the middle, were a map compromise. They had steep sides and 
cliffs and an uneven bottom, basically deep dried up riverbeds, they
were all over the southern front. If you wish to play with more real-
ism do not allow any motor vehicles, tanks, and wagons to travel into 
or across or along them accept via a road.

The German Motorized Luftwaffe Infantry Battalion KG Stahel during
Orlovka was used for defensive purposes. This is why they start fixed 
until turn 9 with a 10% chance of release after that, though it's flak 
batteries were used as support of the adjacent units and are not fixed.

For more realistic artillery rules guns bigger than 105mm after un- 
limbering should wait 3 complete turns for the Germans, and 5 complete 
turns for Russians before firing (use a separate piece of paper to keep 
track), to represent more realistic set-up of artillery. All German
artillery bigger than 105mm should not be moved, unless threatened. 

Attempted to make as many leader names historical as possible, though 
obviously some had to be have guessed at, if you have better source 
material please e-mail.

Feel free to e-mail with comments or questions, I would like to hear 
from those who have played it.


Greg Allen  
SPI Grog Since '74

EastnFront@aol.com




