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Red Fortress: The Siege of Odessa
A Design Overview
Mike Bennighof, Ph.D.
July 2007

At some point during the development of Red Parachutes, I decided that the game system deserved a smaller game set on the Eastern Front. Brian Knipple had designed, at least partially, a huge stack of games set in Italy and a few elsewhere. But Red Parachutes, with its massive armies generating even more massive casualties, was a large game despite having only one map and the large number of pieces in play extended its playing time longer than I thought was warranted.

Brian offered an even larger game on the liberation of Kiev, but I wanted something smaller. And about the same time, I also became determined to do a game featuring the Romanian Army. I've had numerous stupid ideas in the 13 years I've run 119694_avalanche Press, too many to list here. One of them was the notion to respond to a magazine caption that read, "Rumanian (sic) troops on the attack. A rare photo indeed."


Romanian troops on the attack. A fine photo indeed.

 
That now-defunct magazine often displayed a love for things Teutonic, and that they ran such captions should not have been at all surprising. That I thought it needed a response in boxed-game format was, in retrospect, a very poor decision at best.

Along that misguided line of thought, I wanted to do the game I called Red Fortress: The Siege of Odessa. I was curious to see how the game system — designed for amphibious and airborne invasions — would handle grinding, attritional combat. We already knew it would do well with sweeping tank battles, as the Alamein game had already been designed and played a number of times. And so Red Steel became the choice, a game based on the tank battle at Kishinev that preceded the siege of Odessa. Red Fortress went into the file cabinet.

Play opens in August 1941 with the Romanian 4th Army surrounding the city of Odessa, an important port on the Black Sea coast. The Soviets have a long perimeter to keep the Romanian artillery out of range of the harbor, and are short of troops to man it. But they have managed to dig fortifications with the help of local workers, and they have naval gunnery support.

One of the key facets of the game system is managing supplies, both in general terms and of artillery ammunition. Odessa presents a great case study of this situation. The Romanian player is limited, especially in terms of artillery ammunition, by the weak resources of the nation's war machine. Attacks have to be chosen carefully, and supplies built up before new assaults can be launched.

The Soviet player has much more available, but the Black Sea Fleet has to bring it to the besieged city. The Romanian player will lay mines and use aircraft to try to interdict this flow, and can occasionally commit surface forces. I'm sure at some point I'll write a variant using the pieces from Black Sea Fleets to play this out in a series of Second World War at Sea scenarios.


The Siege of Odessa, 1941.

 

The Romanian player has some elite formations: the Royal Guard Division, the Royal Armored Division, the Frontier Guard Division and several cavalry brigades. The rest of the Romanian forces are infantry divisions of varying quality. But the will of the troops is not the problem; that would be the Romanian artillery.

Almost all of the Romanian artillery regiments are equipped with French-made 75mm pieces of World War One vintage (the famed Model 1897 Soixante-Quinze). There are some Skoda 100mm weapons and a few bigger batteries, but for the most part, the Romanians are using very lightweight artillery to back their assaults. On contrast, the equivalent Soviet units are armed with 122mm howitzers that fire shells three times as heavy as the 75's, and at much greater range. Plus the Romanian artillery relies on telephone lines rather than radios, making them much less flexible. Finally, there is a constant shortage of adequate ammunition.

The Romanians have an armored division, but it is a small formation and not really trained to operate in an infantry-support role. The Soviets have no armor outside of their home-made "Odessa terror tanks." They do have some very good pre-war regular divisions in the garrison, Black Sea Fleet marines, and a chance to drop a small parachute force behind enemy lines.

The game system is the same as that in Alamein, and it's designed as a sequel to Red Steel. The new formation rules and air system from Alamein will be used in this game as well, as they tie very nicely into the supply situation. Axis air units will have the additional mission of interdicting sea traffic, of course. The Black Sea Fleet will have to get past them, and the Soviet player will have to choose carefully among supplies, reinforcements and artillery ammunition to load the blockade runners.

There will be scenarios covering the major operations, including the Soviet amphibious assault on 21 September and the repeated Romanian attacks on the perimeter. But the main event is the campaign game, a massive affair but not as long as Alamein's campaign scenario.

Red Fortress is exactly the sort of game for which we intended the Classic Wargames approach. It's an unusual topic, but a very intense one, exactly the sort of thing hard-core wargamers will enjoy. If you want to see us doing "real wargames" on a regular basis, get your pledge in for it now.

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