| Tactics
in 'Iron Curtain'
Scenario Two:
SPEARHEAD, Part 1
By Doug McNair
August 2007
With the release of Iron
Curtain, the Panzer Grenadier game
system finally moves beyond World War II to
start exploring what was and what might have
been after 1945. Iron Curtain tackles
the latter, pitting U.S. and Soviet forces
against each from 1948 to 1950 in the land
war that could have erupted in Europe had
the Berlin Airlift failed. And while Iron
Curtain lets tread-heads field all the
cool heavy tanks that never got to see action
in World War II, it offers a powerful lesson
in what the U.S. Army would have been up against
had it taken on a foe with equipped with the
tanks that put the Panthers and King Tigers
of Nazi Germany out of action for good.
For my first tactics article on Iron Curtain,
it makes sense to start where it could have
all begun: the Berlin Blockade. On June 24,
1948, Soviet forces blocked the roads to the
western-occupied sections of Berlin, cutting
off supplies to American, British and French
forces there as well as the German population.U.S.
Army General Lucius D. Clay proposed calling
the supposed Soviet bluff by sending an armored
column up one of those roads with a supply
convoy, but President Truman was less sanguine
about risking open war. He went with the non-confrontational
airlift instead, but had Clay’s idea
gotten a better reception, U.S. 3rd Armored
Division could have been in a position to
mount the relief mission and either prevent
or start World War III.
Tactical Situation
The scenario is played on Eastern Front and Road to Berlin
boards 14, 6, 21 and 18, laid out horizontally
in a column with 14 at the top and 18 at the
bottom.
It uses counters from Road to Berlin
and Battle of the Bulge, along
with the new counters provided in Iron
Curtain.
The scenario begins with Soviet 9th Guards
Tank Division blocking a road running north
into Berlin. U.S. 3rd Armored enters from
the south edge escorting 14 truck units carrying
relief supplies. The American mission is to
get the trucks off the north board edge and
not fire on the Soviets unless provoked.
The Soviet mission is the converse —
stop the trucks from exiting the north edge,
but don’t move beyond Soviet defensive
lines and don’t fire on the Americans
unless provoked. Of course, what constitutes
provocation is subject to interpretation by
commanders in the field, so the Soviet player
makes rolls a die at the start of each turn
and adds modifiers based on how many American
steps have moved how far north of Board 21,
with tank steps always counting double and
other steps counting double if they’re
within Soviet LOS. On the first modified roll
of 12 or more, one side or the other decides
they’ve been provoked, and all opposing
units may fire on each other from then on.
Until that happens, no unit may fire on or
move adjacent to any opposing unit.
All American mortars and offboard artillery
factors can fire smoke in this scenario, so
if the Americans can conceal the movements
of their trucks they may be able to get relief
to Berlin and win the game without firing
a shot. But if the Soviets stay ahead of American
movements, position their units to see around
smokescreens, and make it impossible for the
trucks to get by without provoking a violent
Soviet response, the Americans will have no
choice but to clear the Soviets from the road
to prevent Berlin from falling.
Soviet Setup and Tactics
Soviet units must set up on the three northern
boards either in limiting terrain or within
one hex of the road, with at least 20 units
per board. So, the Soviet player sets up an
infantry roadblock at the southern edge of
Board 21 to prevent the Americans from using
the adjacent town as a fire base, and puts
tanks and heavy machine guns in the hills
and forests on both flanks of the roadblock.
Half a kilometer north of there is the main
Soviet defensive line, with tanks and infantry
positioned in town and forest hexes to cover
the entire width of the board with powerful
fields of fire. Nearly a kilometer north of
there is the Soviet forward reserve and mortar
company. Finally, a kilometer and a half north
of there, the Soviet northern reserve and
heavy artillery sit on a prominent hill, ready
to support whichever Soviet units take the
brunt of the initial American assault.
The Soviets have one major advantage over
the Americans: Their average anti-tank firepower
strength is much higher than average American
armor strength. That, plus the fact that the
Americans get lots of victory points for exiting
trucks off the north board edge, means that
the Soviets need to move units aggressively
to block American infiltration routes.
They should position units and leaders so
that they can see around American smokescreens,
since the more American units the Soviets
can spot and report as moving against Soviet
lines, the higher chance that that Divisional
HQ will release them for combat. That will
let them start picking off American tanks
and trucks without delay.
Killing American tank steps is the biggest
source of Soviet VPs, and the Soviets get
VPs either for killing trucks or by simply
preventing them from exiting the north edge.
The Americans, on the other hand, gain lots
of VPs for killing Soviet tanks and for exiting
trucks off the north edge. That means the
Soviets should feel comfortable falling back
northward whenever one of their positions
is bypassed by American units.
Cut off Soviet tanks will be vulnerable to
crossfire from American tanks and assaults
by American infantry advancing behind smoke,
so the Soviet tanks shouldn’t feel attached
to any patch of ground. All that matters is
keeping the American trucks out of Berlin,
so they should concentrate on that and killing
American tanks while falling back to keep
their distance from American infantry.
American Tactics
The American armor disadvantage versus Soviet
tanks should be a major worry to the American
player, who needs to pick his avenues of advance
very carefully and cover them with smoke.
He should not be in a rush to start a war,
and should avoid moving units into exposed
positions on the three northern boards. Doing
so adds big bonuses to the Soviet provocation
roll, and would result in the loss of most
exposed American tanks once Soviet forces
are released for combat.
The scenario is 30 turns long, so the Americans
have plenty of time to inch a few of their
trucks northward behind hills, woods and smokescreens
until they’re close enough to make a
final dash to the north edge. The Americans
should leave the rest of their trucks in or
behind town and woods hexes on Board 18 so
that if combat does start, they can wait for
American tanks and infantry to clear the road
to the north and then dash up it at maximum
speed to the north edge just before game end.
The American M26 heavy tanks are the only
ones with a clear firepower advantage over
Soviet armor, so the American player should
move them into covering positions on Board
18 and then advance his infantry northward
behind smokescreens if the trucks fail to
exit the north board edge without starting
a war. American tanks with weaker armor should
be held in reserve behind cover until combat
starts. The vast majority of American tanks
won’t survive a duel with Soviet tanks,
and they need to play a long-distance fire
support role to avoid destruction.
The Americans have plenty of APCs to quickly
transport their infantry to attack positions
and then provide fire support before and during
assault combat. APCs also make good cannon
fodder; Soviet tanks can blow up APCs with
ease, but those that do can’t fire at
incoming American infantry.
Putting American infantry in the lead is also
good because American INF units have short-range
anti-tank weapons (AT firepower of 6) which
they can use in Assault combat. This gives
American infantry a powerful advantage when
assaulting town and woods hexes held by Soviet
armor, and if units are released for combat
American infantry should assault such positions
aggressively. Killing Soviet tank steps gives
the Americans lots of VPs, and once a hex
is assaulted tanks there can’t fire
out of it. That will let American tanks advance
and fire into the Assault hexes to pick off
Soviet tanks there, then move into those hexes
and use any limiting terrain there as cover
when firing at Soviet tanks farther to the
north.
Game Summary
With that, here begins a turn-by-turn replay
of Iron Curtain Scenario 2.
Turn 1: 0600 Hours
The Americans start with an initiative level
of 4 while the Soviets are initiative 3. The
Soviets roll a 3 + 3 = 6 while the Americans
roll a 6 + 4 = 10, so the Americans win initiative
by two activations.
They start by moving two INF riding two M3
halftracks onto the board and moving them
into the town on Board 8 along with six truck
units. The second activation brings 6 x INF
and 3 x HMG in riding M39 APCs, with six of
the APCs moving into the woods north of the
trucks and the other three driving up the
road to just south of the town near the Soviet
roadblock, then heading one hex off the road
to the west.
The Soviets hold position and pass, and then
6 x M26 tanks and 3 x M4/76 tanks roll in,
with the latter driving into the woods for
cover and the former ending their moves on
the road near the Soviet roadblock. The Soviets
keep waiting for the Americans to finish entering,
and M39s move mortars into the woods due south
of the Soviet roadblock while more INF move
offroad southeast of the woods along with
extra M3s for fire support.
The Soviets keep waiting, and the older-model
M4 Sherman tanks enter the board and move
toward reserve positions in the woods south
of town on Board 18. The Soviets keep holding
position, and the last of the Americans enter
the board, with the remaining trucks taking
cover south of the woods on the south board
edge, and the remaining APCs moving north
to join the main body of American troops in
the center of Board 18.
With the Americans showing a slight preference
for sending units northwest (though that may
be simply because that’s where the road
goes), the Soviets send one T44 tank unit
south from the forward reserve to a backup
position behind the roadblock, from where
it can return fire on any American tanks or
halftracks that attack the roadblock. They
also send one JS3 from the forward reserve
toward the eastern woods on Board 21.
The Americans then begin firing smoke. They
successfully place three smoke markers near
the east edge of Board 21 (with the Soviets
staying put to watch how things develop),
and then the turn ends on a Fog of War roll.
The Americans then roll for smoke scatter,
and all three rolls are high enough that the
smoke dissipates completely.
Turn 2: 0615 Hours
No American units are north of Board 18, so
there is no Soviet provocation roll. The Soviets
win initiative by one activation, and they
start by moving the southbound JS3s into the
western woods, using strategic movement to
link-up with the other tanks on the south
edge of the woods. The Americans then move
several INF, HMG and APC units northwest of
the road through the woods, and the Soviets
advance their southbound T44s to just behind
the roadblock and into a flanking-fire position
on any American APCs that fire out of the
woods.
The Americans then move a mechanized infantry
company eastward from the road, and the Soviets
start passing to see where the Americans go.
More American tanks move into the western
woods while one M26 tank unit follows the
mechanized infantry eastward.
Then American mortars start laying down smoke
just southwest of the hill on Board 21, while
infantry, tanks and APCs move to firing positions
on the north edge of the central woods opposite
the Soviet roadblock.
The Soviets go back to passing, and more American
tanks, infantry, APCs and trucks advance through
the western woods. At that point it’s
pretty clear that the Americans are massing
for an advance up the west board edge, so
the lieutenant colonel from the forward reserve
heads east on an APC with an INF unit toward
the heavy Soviet tank company massing in the
western woods on Board 21.
Then the American offboard artillery starts
firing smoke, but not to very good effect—only
three of the six OBA factors successfully
lay smoke, and when the turn ends after further
American redeployments, only two of the six
on-board smoke markers don’t dissipate.
But they are adjacent to each other and both
drift one hex due east, so the beginnings
of a smokescreen for the American advance
is established.
Turn 3: 0630 Hours
The Red Line has not been crossed, so there
is still no Soviet provocation roll. But the
Americans win initiative by three activations,
and with that kind of a jump there will be
no better time to advance the trucks up the
west edge. An infantry company marches northward
ahead of two truck units, to the western spur
of the hill on Board 21.
Mortars extend the smokescreen in front of
them, and offboard artillery extends it farther.
The Soviets on the hill can’t charge
into the smoke because that would place them
adjacent to the American INF before they’d
been released for combat, so they call in
a report on the enemy advance while the lieutenant
colonel coming in with his APC and INF from
the forward reserve arrives in the western
woods to take charge there.
American tanks, infantry and APCs east of
the road start creeping right up to the Red
Line but not crossing it, getting to within
spotting range of Soviet units in the southeastern
patch of woods on Board 21. With the Americans
carefully positioning their units behind patches
of woods to keep heavy Soviet tanks beyond
the woods from being able to fire on them,
the Soviets move a JS3 unit from the forward
reserve south to the central town on Board
21. That gives it range and LOS to an American
M26 heavy tank out in the open, and it pulls
back one hex accordingly. The T44 unit that
was backing up the roadblock pulls back north
three hexes to shorten the angle between the
rapidly-diverging American tanks so it won’t
get hit with a crossfire bonus when combat
starts.
American infantry and APCs keep deploying
along the Red Line, and it becomes quite clear
that the Soviet roadblock will either by bypassed
or obliterated by short-range American infantry
and APC fire when combat starts. But the Soviet
lieutenant in command there was ordered to
deny the Americans a fire base in the town
just south of the Red Line, so he tells one
of his INF platoons and an M3 unit to stay
behind while he and the others pull back north
to join the T44s.
More American APCs unload infantry and HMGs
in the woods just south of the hill the American
trucks are now bypassing, and the Soviets
send one more tank unit in from the forward
reserve to join an HMG and an SMG unit in
the central town and make ready to contest
the hill.
Then the Americans start firing smoke to thicken
the smokescreen in front of the trucks, but
they’re stopped by a Fog of War roll
after placing just one Smoke marker. The ensuing
smoke scatter rolls eliminate three of the
five smoke markers, but those stay in place
without drifting. Miraculously, that smoke
and the hill block all Soviet LOS to the advancing
American trucks and infantry, so they will
not count double for purposes of modifying
the Soviet provocation roll!
Turn 4: 0645 Hours
The Soviets roll a 6 + 2 (for 8 American steps
on Board 21) = 8 on the provocation roll,
and reports of enemy movements are confused
by smoke. So, 9th Guards Divisional HQ tells
its forward units to keep to their defensive
lines; it could all be a trick to draw the
Guards out into the smoke and then attack
with overwhelming forces from south of the
board.
The Americans beat the Soviets by one activation
on the initiative roll, and the trucks and
infantry on the west edge move north with
all due speed. They’ve bypassed the
hill, but the Soviet units guarding it have
to stay there and try to spot the advancing
trucks from behind (and also to defend the
hill against capture by the Americans in the
woods to the south). So they move one hex
northeast, staying in the woods on the hill
but gaining a clear line of sight to the trucks
(unless more smoke gets laid behind them).
The Americans waste no time laying smoke around
the trucks (not wanting to get cut off by
another Fog of War roll). But the mortars
both roll 10s and fail, and Soviet units spread
out along the edge of the western woods on
Board 21 to get more vantage points on the
advancing Americans.
American offboard artillery starts to do better
and extend the smoke screen around the trucks,
but a Soviet M3 in the woods on Board 6 moves
north to gain a new LOS angle on the Americans.
Offboard artillery extends the smoke screen
another hex, and the T44s south of town join
the lieutenant commanding the secondary roadblock
so they can activate with him and form fire
teams later. OBA extends the smoke screen
one more hex to the north, and now no Soviet
unit has LOS to the trucks (but they likely
will after the smoke scatter roll if the Americans
can’t thicken the screen with more markers).
If the trucks bypass the western woods and
make it onto Board 6, there will be little
to stop them reaching the north board edge
unless HQ releases the Soviets for an attack.
The Soviet colonel on the field does what
he can by sending two M3 halftracks and two
SMG units from the northern reserve south
to link up with the forward reserve and head
west fast should the order to attack come
through next turn.
OBA smoke fire misses, and the Soviets at
the secondary roadblock start digging in.
More OBA smoke fire misses, and some Reformed
Druid in the American lines starts praying
to the Smoke Gods to keep everything right
where it is till next turn.
The Soviets can’t profitably reposition
anyone else right now, so they pass, and the
final American smoke shot goes wide, leaving
a thin smokescreen as the only factor preventing
a possible massacre of American trucks. With
a two-thirds chance for each smoke marker
to be removed at the end of the turn, and
an additional one-sixth chance that a marker
which stays on-board will drift, it’s
almost certain that some Soviet unit will
spot one or both of the American stacks. That
will jack up the provocation roll bonus to
either +3 or +4.
But with a modified 12 needed to release units
for combat, that’s not a guaranteed
war by any means. The Americans move more
units forward to the north edge of the western
woods on Board 18 while pulling an M26 back
to outside the AT range of the T44s at the
secondary roadblock. Otherwise, they make
ready to rush the hill as soon as combat begins.
As feared, at the end of the turn the three
central smoke markers screening the advancing
Americans disappear, while the northernmost
one remains in place and the southernmost
one (which has been on the board for a while
now) drifts northeast, toward the trucks.
But that leaves plenty of Soviet eyes on all
the advancing American units, so at the start
of next turn the Soviets will be able to accurately
report an American infiltration attempt into
Berlin.
The provocation roll mod at the start of
Turn 5 will be +4 (for 8 x 2 = 16 American
steps), so a base roll of 8 or more starts
World War III. Will it happen? Or will the
Red Army bureaucracy insist it’s all
a diversion and let the trucks keep heading
north? Tune
in next time and find out!
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