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KG Kruger (German Cataclysm Campaign DARs)

Posted: Thu Feb 01, 2007 11:04 pm
by vahauser
CATACLYSM—A Generated Campaign for challenging play.

Cataclysm is a Generated Campaign based on the feedback provided in the ‘Survey Regarding Campaign Forces’ thread. The comments I read most often were that single-player campaigns were generally not very challenging after 10-20 battles. Cataclysm is intended to keep the campaign challenging right up to the very end of the campaign.

Objective 1: Limit experience gains between battles.
This is accomplished in two ways.
Way #1. The number of the battles in the campaign is reduced to approximately 4 per year. This means that the total maximum possible experience gain is reduced. It also means that core units will become obsolete more often, which will then require upgrades which further reduce experience.
Way #2. The core is initially composed of many units in need of upgrading. It defeats the purpose of this campaign if many/most units in the core never need to be upgraded. Thus, having many initial core units in need of upgrading means that immediate pressure is put on the player to start the upgrade process immediately, thereby lowering unit experience.

Objective 2: Limit build points between battles.
This is accomplished in three ways.
Way #1. By selecting settings that give every possible advantage to the computer, which should increase losses against the human player, thereby requiring more build points to repair units between battles.
Way #2. Units going obsolete faster means that more upgrades will be needed, thereby requiring the player to spend build points that he might otherwise have accumulated.
Way #3. By reducing the total number of battles in the campaign, the total number of build points is also reduced.

Campaign Outline
Cataclysm is a 22-battle alternate-history campaign that starts in September 1939 and ends in April 1945 (roughly 4 battles per year). It is a generated campaign in which the core has already been purchased and turn 1 of the campaign is ready to start. I have the save game available (it is in save slot 7), and I can email it to anybody who is interested in giving it a try. If somebody can host it for download, that would be excellent. It is not a big file.
Cataclysm’s alternate history conjectures that the peace treaty between Germany and the USSR breaks down soon after the fall of Poland in 1939. Thus, Cataclysm is primarily intended to be a Germany vs. USSR campaign (however, see below).

Cataclysm uses either the Enhanced DV or the Enhanced DVRN Mod (both will work equally well).

Campaign Limits and Restrictions
1. No air units, air drops, or air strikes allowed by the human player.
2. No infiltration special operations allowed by the human player.
3. No reinforcements may be requested by the human player during play.
4. Only mortars (core + support) may be used on map by the human player.
5. A maximum of 8 mortar units of any kind in the human player’s core.
6. Off map support artillery may be of any type for the human player.
7. No mines, dragon’s teeth, or barbed wire allowed by the human player.
8. The human player must retreat off map asap after turn 20 during a Delay Mission.
9. All battles must use the Hard(x2) setting (the first battle is already set for this).
10. AFVs can only upgrade/change into other AFVs (self-propelled AA and self-propelled AT are considered AFVs in this case, but self-propelled mortars are not considered AFVs).
11. Motorcycle and Cavalry can only upgrade/change into ‘infantry’ type units.
12. Units in heavy-weapons platoons can upgrade/change into ‘infantry’, ‘artillery’, or ‘miscellaneous’ type units.
13. The A0 and the halftrack can upgrade/change into anything (this allows for a tiny bit of “fudge factor”).

Campaign Suggestions and Recommendations
The following is a list of suggestions.
1. Re-load all obviously non-challenging battles. For instance, if the campaign generates a river-defense battle, then that should be re-loaded because river defense is too easy.
2. Any battle that looks like an easy victory should be re-loaded.
3. While Cataclysm is intended vs. USSR, it is possible to exercise some creativity. For instance, a summer 1940 battle vs. France is not unreasonable. Or, a spring 1941 battle in North Africa is not unreasonable (remember to pick Desert Terrain in this case). And any battle from the summer of 1944 to the end of the campaign against the USA or UK is not unreasonable. Indeed, since a generated campaign allows up to 3 different opponents for any given battle, some creative flexibility is possible. If the player can come up with a good historically reasonable story line, then almost anything is possible (for instance, choosing Mountain or Forest Terrain in the first battle of 1940 against France/UK/Norway to simulate Weserubung).
4. When upgrading/changing unit types, only perform the upgrade/change when all units in the formation can upgrade/change at the same time. For example, accumulate build points until all Pz-IVCs in a formation can upgrade to, say, Tiger Is. Common sense is needed here (for instance, when changing/upgrading units in the heavy-weapons platoons).
5. When upgrading formations, only allow a single unit type in that formation (i.e., no mixed formations). Exceptions: The heavy-weapons and light recon platoons are already mixed. In this case some historically reasonable mixture is okay.
6. Several “extra” formations have been provided (the support panzer sections, the individual ammo carriers and the halftrack). This allows the player some flexibility to reorganize his core by creative re-assignment of units between formations (I plan to use mine to re-organize my heavy-weapons and light recon platoons).

The player can probably add to this list. Use common sense.

Cataclysm Settings
Cataclysm is intended to be played using the settings shown in the screenshot below. These settings have been inspired by the FlashFyre campaign format, and any settings that are different from the FF format have been discussed at length (explaining why they are different) in previous threads.



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RE: KG Kruger (German Cataclysm Campaign DARs)

Posted: Thu Feb 01, 2007 11:06 pm
by vahauser
August/September 1939

At the beginning of 1939, Colonel Kruger, a staff officer under General Guderian, approached the general with some experimental ideas regarding small combined-arms mechanized battlegroups. General Guderian expressed interest and approved of Kruger’s proposal to form such a battlegroup. And so, at the end of January 1939, Kampfgruppe Kruger was born. KG Kruger was given a small staff and assigned to General Guderian’s XIX Panzerkorps, itself then training in East Prussia. Col. Kruger scavenged together various mobile platoons and sections from XIX PzKorps as well as from the 4th Army to which XIX PzKorps was assigned.

KG Kruger began operational training in February 1939. And, after seven months’ combat training, was inspected by Gen. Guderian during maneuvers in August 1939, at which time KG Kruger was pronounced ready for combat and made a fully-operational formation attached to XIX PzKorps.

When war broke out on 1 Sep 1939, KG Kruger was one of the leading elements of XIX PzKorps, which was ordered to penetrate the Polish defenses from East Prussia and drive south along a line from Bialystock to Brest Litovsk, thereby encircling and cutting off Warsaw from the east. This the XIX PzKorps accomplished quickly, and by the middle of September the Korps had reached their original Case White objectives. By this time, most Polish organized resistance had ended and only a handful of isolated pockets continued to fight on.

KG Kruger was ordered to continue south towards one of those pockets which was reported to be still fighting stubbornly south of Lublin. On the evening of 19 Sep 1939, KG Kruger had arrived near the Polish positions. Col. Kruger was ordered to advance against the Polish forces at dawn the following morning. After nearly three weeks of operations, KG Kruger was about to fight its first major engagement of the war. As Col. Kruger fell asleep that night, he was filled with excitement and anxiety as he wondered how his Kampfgruppe would perform. In a few hours he would find out. . .



Battle #1: 20 September 1939
KG Kruger Advance vs. Poland, south of Lublin
Time = 0600 hours (dawn)
Weather = Hazy
Visibility = 10
Game Length = 26 turns
Victory Hexes = All VHs (forward and rear) are worth 175pts each (end of battle)

KG Kruger Initial Core
The initial core is composed of 2,728 points and has 98 units in 27 formations.

1x A0 (named KG Kruger HQ, with colonel Kruger commanding)
12x Pz-IIIE
12x Pz-IVC
4x Lt. Recon platoons
3x Cavalry platoons
4x SS Heavy Weapons platoons
4x Ammo Carriers
1x Spw 251/1 halftrack (A0 command vehicle)

“Country Training” is ON which means that all units were purchased at a base of exp55 mor70 ldr70. (See the ‘Cataclysm Campaign for Enhanced DV/RN’ thread for a discussion of why the core was chosen the way it was.)

DAR to commence within the next few days. . .


RE: KG Kruger (German Cataclysm Campaign DARs)

Posted: Sat Feb 03, 2007 3:50 pm
by vahauser
Battle #1, 20 September 1939, KG Kruger Advance vs. Poland Delay south of Lublin, Poland
Situation at the end of German Turn 1.


SUPPORT FORCES
The 10th Panzer Division of XIX PzKorps had been heavily engaged throughout the invasion. Gen. Guderian had repeatedly sent battlegroups of the 10th Panzer to where the fighting was heaviest. After nearly three weeks of continuous fighting, 10th Panzer was largely out of petrol and spread out throughout XIX PzKorp’s operational area. However, some elements were nearby KG Kruger and Col. Kruger requested supporting elements from the 10th Panzer Division for the upcoming battle. KG Kruger was allowed to purchase 954 points worth of support units for this battle.
The 954 points of support forces allowed were spent as follows (all German from 10th Panzer Division):
1x forward observer (15pts)
3x off-map 105mm howitzer batteries (177pts)
4x motorized infantry platoons (432pts)
1x panzergrenadier platoon (168pts)
9x recon gruppes (72pts)
9x scout truppes (54pts)
9x Stoewer 40 utility vehicles (36pts)
Total support points spent = 954 out of 954 allowed


Surveying maps of the battlefield, Col. Kruger noted that his assigned area of operations was quite large and criss-crossed by at least 6 roads. The terrain is generally open and rolling hills. Since most of the victory hexes lay in the southern portion of the battlefield, Col. Kruger decided to mass KG Kruger in the south and to attack along the axis of the southernmost road. Recon teams were picketed at wide intervals to the north of KG Kruger to cover the remainder of the large battlefield. Col. Kruger awoke after only a few hours sleep. As dawn approached on that chilly morning near the end of summer, Col. Kruger drank his morning tea and read the morning reports as he visited his units and then returned to his command post near the Kampfgruppe’s mortars. He gave the order to advance into the morning haze, and the rumble of the Kampfgruppe’s engines signaled the start of the battle.

GENERAL COMMENTS
1. Col. Kruger was somewhat surprised to note that KG Kruger was only given 26 turns to accomplish their mission. Generated campaigns allow fewer turns per battle than Long Campaigns. KG Kruger must now press harder to accomplish their mission objectives. And since the battlefield is large, that means that KG Kruger could find their task extremely challenging.
2. As noted in previous DARs, the WW2 attack frontage for a reinforced battalion (which is the size of KG Kruger) was historically around 10 hexes in SPWAW terms. KG Kruger seems swallowed up by the vast area it is expected to cover in this battle. But Col. Kruger is determined to retain an attack frontage in accordance with historical operational doctrine.
3. As with previous DARs, battle reports will be presented every 5 turns during heavy fighting, and every 10 turns if the battle intensity lessens.
4. As with previous DARs, the computer will be referred to as the Programmed Opponent (PO) throughout this campaign.
5. Since I am only able to play about 1 turn per day (for a variety of real-life reasons), I will only be presenting about 1 battle report each week (2 during rare weeks).

The battle has begun.



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RE: KG Kruger (German Cataclysm Campaign DARs)

Posted: Sat Feb 03, 2007 4:18 pm
by Riun T
Holy bloody huge map man!!,u better hope they did'nt chuck any mines,or covering that much distance will suck with a vis of 10!

SPECIAL NOTICE: KG KRUGER RESTART

Posted: Thu Feb 15, 2007 8:21 am
by vahauser
THIS CAMPAIGN IS BEING RESTARTED

Due to feedback provided in other threads (feedback indicated that KG Kruger was overloaded with Pz-IIIs and Pz-IVs), KG Kruger will re-designed.

The new, re-designed KG Kruger will be taking the field soon. . .

RE: SPECIAL NOTICE: KG KRUGER RESTART

Posted: Thu Feb 15, 2007 10:01 am
by vahauser
September 1939

At the start of the war on 1 September 1939, Colonel Kruger, a former staff officer under General Guderian, was assigned to General Hoepner’s XVI Panzerkorps of General von Reichenau’s 10th Army. 10th Army was given the central role of the entire campaign in Poland, tasked with driving across central Poland to Warsaw itself.

At this time, XVI Panzerkorps consisted of 1st Panzer Division plus the 14th and 31st Infantry Divisions. Events unfolded rapidly, and by 7 September 1939, leading elements of the 1st Panzer Division (along with the 4th Panzer Division from the XIV Panzerkorps) were already approaching the last Polish defensive position blocking the road to Warsaw north of the town of Radom (some 60 miles south of Warsaw).

At dawn on 7 September 1939 (a cool, bright, late-summer morning), Col. Kruger was ordered forward to take whatever mobile elements were at hand (from both 1st and 4th Panzer Divisions) and advance against the Polish forces in the area before they had a chance to strengthen their position. By mid-day on 7 September 1939, Col. Kruger had assembled a kampfgruppe and was advancing against a Polish force of unknown strength and composition. . .


Battle #1: 7 September 1939
KG Kruger Advance vs. Poland Delay, north of Radom

Time = 1200 hours (mid-day)
Weather = Clear
Visibility = 21
Game Length = 29 turns
Victory Hexes = Forward VHs are worth 125pts each (end of battle) and rear VHs are worth 100pts each (end of battle)

KG Kruger Initial Core
The initial core is composed of 2,846 points and has 114 units in 34 formations.

1x A0 (named KG Kruger HQ, with colonel Kruger commanding)
1x Pz-IIC company
1x Pz-IB company
3x Pz-IIIE
4x Pz-IVC
1x Engineer platoon
1x Rifle company
2x Lt. Recon platoons
4x 88mm Flak36 guns
4x MG34 AAMG
6x 81mm mortars
1x forward observer
4x Ammo Crates

“Country Training” is ON which means that all units were purchased at a base of exp55 mor70 ldr70. (This core accurately reflects historical tank proportions that actually existed on 1 September 1939.)

DAR to commence within the next few days. . .