Borodino

15/10/1941

Pictures of the game

On the 13th October the German XXXX Korps rather unexpectedly ran into the outposts of the 32nd Siberian Infantry Division, for the next 6 days there would be a mighty struggle athwart the Moscow road south of Borodino. By the 15th the Germans had made some progress pushing back the Soviet troops but had yet to make a break-through. The German plan on the new day was to make a major assault between Borodino Station and Artimki, SS Reich would lead the way opening the door for the tanks of the 7 Panzer Regiment. The pressure on the Soviets was enormous and during the day they had to throw their last reserves into battle in an attempt to hold the line

Map and Order of Battle

Soviet Deployment

 

The HQ 17th Infantry Regiment; 3/17th Infantry Battalion, FO of the 154th Howitzer Regiment, 12th Recce Battalion and the 18th Tank Brigade are all deployed in the same area delineated by the pink hashed lines. All personnel stands are in trenches (-3 cover)

3/332nd Infantry Battalion and the 209th Tank Destroyer Regiment are deployed in the same area delineated by the pink hashed lines. All personnel stands are in foxholes (-2 cover)

HQ 5th Army is deployed on the edge of the woods within 6" of bridge X

The 2nd Battalion Lenin Cadets are a reinforcement turn 5 anywhere between points J & K

The FO's for 67th and 119th Guards Mortar Battalions are reinforcements. They arrive anywhere between points G & I on turn 6.

Group Vorobyov is a reinforcement. The group arrives anywhere between points H & J (south of the stream) on turn 9

The 40th Separate Flame Thrower Company and the NKVD are special reinforcements. They enter the anywhere between points G&H the turn after the first German stand gets within 18" and LOS of the 5th Army HQ. If the HQ is destroyed before that point the units never arrive

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

German Deployment

I Btl SS Der Führer starts on table in the deployment zone delineated by the pink hashed lines. As the area is so narrow the player may start some stands off table and have them enter turn 1 between points A & L

III Btl SS Deutschland starts on table in the deployment zone delineated by the pink hashed lines. As the area is so narrow the player may start some stands off table and have them enter turn 1 between points D & C

Stab SS Der Führer is a reinforcement entering turn 4. It enters the table anywhere between A & D

15 Kompanie SS Deutschland is a reinforcement entering turn 5. It enters the table anywhere between D & E

II Abteilung 7 Panzer Regiment is a reinforcement entering turn 6. It enters the table down road A or C, or a combination of both. It is in column so in turn 6 the move of each vehicle, down a particular road,  after the first is reduced by 3" per vehicle. So the 4th vehicle entering via the road would move 9" less than the first

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

Reinforcement Summary

Turn Unit Entry
4 Stab SS Der Führer AD
5 15 Kompanie SS Deutschland DE
5 Lenin Cadets JK
6 II Abteilung 7 Panzer Regiment AC
6 67th and 119th Guards Mortar Battalions GI
9 Group Vorobyov HJ
Special 40th Flame Thrower Company & NKVD GH

Terrain

The map depicts a 8'x5' table if playing 1" = 50m. North is towards the top of the map

The open ground is fields is grassy heath land, spotted with single trees. There is a light scattering of snow on the ground

The green dotted lines are tree lines. These break LOS and gives -1 cover to all stands. Any stand on the road next to a tree line is assumed to be adjacent to it

The blue lines are streams.  there is no penalty to cross the steams, except for wheeled vehicles and manhandled guns that take BMA to cross. There is medium cover (-2) for personnel (not towed guns) in the brook.

Brown dotted lines are ridgelines. They break LOS and give AFV's the benefit of hull down (-2)

Red lines are roads.

The black dotted line is a railway. It has no game effect other than it is treated the same way as a trail through a wood.

The green dashed lines are trails through the woods. They count as open ground for movement purposes if thorough a light wood, if through the boggy wood, infantry is unimpeded, tracked vehicles move at half speed and wheeled vehicles (inc man-handled guns) moves at quarter speed. Trails are eligible for personnel stands to travel march down. 

The light green areas are woods. Infantry are unimpeded, tracked vehicles are half speed, wheeled vehicles are quarter speed. visibility along all roads, trails and railways through the woods is max 6".  All stands on them count as light cover (-1)

The dark green areas a boggy woods, they are impassable to vehicles and manhandled guns and half speed to personnel.

The large grey squares are 4x4 BUA's, The 4x4 BUA's of Utitsy and Artimki represent scattered wood houses. Personnel stands gain +2 cover. AFV and guns are assumed to be between the houses and get NO cover. The BUA's of Borodino Station are closer together, all stands get -2 cover however all towed guns and AFV's with are restricted to ROF0

The bridges at X and H are foot bridges and are only good for personnel, motorcycles and manhandled Type I guns

Air Support

The Luftwaffe provided plentiful support, and the VVS was also active, though less so than the Luftwaffe. For each side roll at the start of every turn. On a 5-6 the Germans get a Stuka. On a 6 the Soviets get an Il-2 attack plane.

For the purposes of my air rules trails, roads and railways through woods count as open and stands on them are eligible for attack.

Special Rules

Game starts circa 7am. The game has been compressed and turns are 1 hour long. Game finishes after the end of the 14th turn

Any Soviet personnel or gun stands, with the exception of those of the 12th recce, deployed at the front of the deployment area along line YK will have 8" of barbed wire around its position (with an opening to its rear). However these locations are known to the Germans and stands in them start spotted

The German attack started with a fusillade of  artillery fire. All Soviet stands (including off table artillery) start the first turn suppressed. Those in position on line YK will automatically be subject to a 105mm HE attack. This is all the artillery fire the Germans can call turn 1, they may not spot for additional targets.

Soviet flamethrower stands have about 20 flamethrowers per stand, many more than the usual number. For this reason that have a ROF of 2

Victory Conditions

If the Soviets have three tanks in good morale within 6" of point A and still have stands in good morale within Artimiki at the end of the game they win a decisive victory. This trumps any of the German victory conditions

If the Soviets prevent the Germans making their victory conditions AND still have stands in good morale in Utitsy and Artimki they win a marginal victory

If the Germans have any three stands in good morale within 6" of point I at the end of the game they win a marginal victory (VCA)

If the Germans have any three tank or armoured car stands in good morale within 6" of point F at the end of the game they win a marginal victory (VCB)

If the Germans make both VCA and VCB AND have stands in good morale in Utitsy, Borodino Station and Artimki they win a decisive victory

To count for victory stands have to be wholly within the BUA

Good morale is not shaken and not demoralised

The points are on the board edge in the centre of the road.

References

Most of the info for the German side was taken from the notes made from the archives by Jack Radey. Thank you Jack. He also helped clarify more than a few points on the Soviet side

7 Panzer Regiment Strengths from Panzer Truppen Vol 1 by T Jentz

SS Reich TO&E from WW2 German Organisational Series Vol 3/II by Leo Neihorster

Various Russian websites were consulted:

http://www.borodino.ru/index.php?page=content&DocID=117&__CM3__CM3=gsufj923ov4ra2l3thbk6ajds2

http://rkka.ru/oper/5a/lelyush.htm

http://revolution.allbest.ru/history/00093818_0.html

Major-General DD Lelyushenko's Memoirs (Ive lost the URL)

http://samsv.narod.ru/Klb/City/Borodino/h1941.html

http://warmech.narod.ru/Mozgai/kunov1.html

http://www.rkka.ru/oper/5a/krylov.htm

Soviet Tank strengths came from: http://tankfront.ru/ussr/tbr.html

AMVAS provided some very useful maps of the battle: http://rkkaww2.armchairgeneral.com/maps/1941W/Moscow41/20TBde_Mozhajsk_Oct15_41.jpg and http://rkkaww2.armchairgeneral.com/maps/1941W/Moscow41/32RD_Borodino_Oct12-18_41.jpg though its worth noting the latter has the Germans in the wrong place

The above were combined with a modern map from: http://en.poehali.org/maps to make the game map

Pictures of the game