PLAYER OPINIONS ON THE SCENARIO
"For the most part, the Russians avoided direct conflict until it was absolutely necessary. Important actions were as follows: A major close assault of a T34/85 in the woods/road by SS infantry failed to kill the tank. A second T34/85 killed a Panther, halftrack and a convoy truck. The Russian 9-1 leader and 628 killed a truck at long range."
"Then the luck turned, the Russians lost 2 main guns, the Germans got 2 critical hits, rolled a triple 1 killing the Russian 9 leader and 3 if his engineers through smoke. That was the point where the Russian chance of a win collapsed. I do not think my Panthers missed a shot after turn 2."
"The Russian played a solid game. Unfortunately for him, my dice were hot, especially when it came to hitting and killing his tanks."
"As for the scenario itself, I don't see how the results are even close to even: the Germans have ONE asset, the Panzers on high, and without that, it's over. Two or three good rolls by the Russians and the Germans are out of it. The convoy rules are ludicrous; The Road to Wiltz makes more sense than this one. "
After Action Reports
Team A is here.
Team B is here.
Why the Russians always lose AAR is here.
See summary of rating and comments from Ladder report
Resources
Hube's Pocket scenario card
The scenario start file download
Counting Down the Scenarios, scenario 15
Eastern Fronts Aside, scenario 15
Why the Russians always lose and what they can do about it AAR
We follow Squad Leader Academy conventions
The use of ACTS is recommended.
Schedule
Player handshake and side selection Saturday, June 6, 2020
Complete player turn 1 by Saturday, June 13, 2020
Complete game turn 1 by Saturday, June 20, 2020.
Complete game turn 3 by Saturday, July 18, 2020
Half-way point game turn 6 by August 29, 2020
Three quarters point game turn 9 by October 10, 2020.
Complete game turn 12 by November 21, 2020
Historical Articles
Encirclement of a Panzer Army Near Kamenets-Podolskiy, Operations of Encircled Forces, CMH Pub 104-15.
link is here.
Offensive in the Mud, Flames of War
Rules
The Convoy must remain in road hexes (84.1).
The Convoy pays 6 MP to pass a wreck/vehicle (4 Open ground + 2 wreck, 84.21). Exception: Convoy wrecks are 4 MP (84.3).
The Convoy may not pass a wreck/vehicle in a Forest-road hex (81.3).
The Convoy pays 6 MP over shellholes/entrenchments (2 Convoy rate + 4 entrenchment).
The Convoy may not enter an enemy occupied hex, including enemy infantry.
Hill crestlines do create a blind hex (43.6) unless the firing unit is part of the same hill as the crest line in question (43.61). Follow this rule even if the VSQL LOS thingy says clear.
Wreck removal (40.4)
Player turn 1 - AFV moves adjacent to wreck.
Opponent turn
Player turn 2 - no movement or fire.
Opponent turn - Rph remove wreck counter.
Player turn 3 - move AFV into hex of former wreck and stop.