And so to the whole reason (for me) of the Sunriver WBC-W week, the OCS Case Blue game. Eric had suggested the Drive for Oil scenario, as it starts small and builds up, and we were planning on playing as teams, Eric and Doug taking the Russians, Chuck and I as the Axis. Of course, this plan was screwed up when Chuck had to leave on business, and he didn\’t get back until after lunchtime on the Friday.<br />
<br />
So, I was on my own to start with, and it quickly became apparent that this wasn\’t a good scenario for multi-player play. There was no real obvious demarcation line to split the forces, either geographically or nationally, and it wasn\’t big enough to have one player operate the supply, even though that\’s a pretty boring job. In the end, Doug gave up, and when Chuck arrived they went off and did their own thing.<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/eric_sets_up.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/eric_sets_up.jpg\”></a><br />
<br />
The general overview is that it\’s July 1942, and the Axis forces are pushing further into the south east, heading for the oil fields around Krasnodar and Grozny, which are two of the objectives. The third objective is Tuapse, on the Black Sea coast, looking just like a small village, it assumes large importance here. The scenario opens just after the fall of Rostov, with only a couple of units having crossed the Don. The aim for the Axis is to break out and (ahem) drive for the oil. (All the pictures are taken from my perspective on the game, which is looking from the north. So all references to east and west are reversed, with east being to the left.)<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/start_dfo.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/start_dfo.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/start_rostov.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/start_rostov.jpg\”></a><br />
<br />
So, what are the objectives? Short term, I need to get across the bridge from Rostov, and drive to Pavloskaya. From there I need to decide where my focus will be in the short term. I\’m sure he\’s going to try build up in Krasnodar, so that will be my first target, trying to cut it off before it gets too strong. From there I plan to move on Tuapse and Grozny. Secondary plans are to get 23Pz and GD across the bridge over the Manych in front of them and advance on Sal\’sk. (At the bottom left corner in the previous picture.) It\’s got an air field, and whilst it\’s not a great base for me, it\’s a very good one for him to threaten my supply line, and it will prevent him railing in supplies and reinforcements from the north edge of the map.<br />
<br />
Once again, however (which seems to be the MO for my OCS games), things started out disastrously. 23Pz and GD started with an attack to the bridge to the south, as planned, guarded by the lone russian division. In the first roll of the game, for the air hip shoot, Doug rolled an \’11\’ for the flak and I lost a step and missed the resulting barrage. In the overrun I rolled like crap, and lost an armored battalion for no effect on the defender. On the other side I also suffered a reverse, and so far 23Pz is down a couple of units and the attack is totally stalled. In Rostov it goes equally badly as my attacks also bounce off the defenders. Over the 4 attacks I don\’t roll anything higher than a \’6\’ for surprise and combat. I\’ve consumed about half the supply I started with, got nowhere and lost a few units.<br />
<br />
In the next turn or two I do finally break through at Rostov, creating a pocket, and driving forward to Pavloskaya and beyond. To the east (left), the attacks by 23Pz and GD continue as before as they fail attack after attack. 23Pz has now lost 3 units and is close to ineffective. This is the position at the end of turn 3:<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/3_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/3_end.jpg\”></a><br />
<br />
The next couple of turns sees me tail catch up to the lead units, as I\’ve reached the end of my supply tether. I continue to push forward to Sal\’sk, but my attempt to cut it off with 23Pz goes awry as I find out that Sal\’sk is also a supply source. Read through section 1.6, Supply Sources, and you\’ll see the various map edges listed, but that isn\’t the whole story. Some of the locations mentioned in 1.8 Reinforcement Entry are also identified as supply sources. Sure, there\’s a little pointer in 1.6 to 1.8, but heck, if it\’s a supply source, mention it in the proper place. So, despite being cut off from the outside world, SPs and reinforcements keep popping up in Sal\’sk, and just to add to the oversight, the 23Pz unit also fails its attrition roll (needed <=7 to pass) and dies. <br />
<br />
In the south I\’ve penetrated as far as Kropotkin, and I\’m starting to look dangerous. However, that\’s as far as my supply can go, and I need to get some HQs forward, but I\’m seriously lacking in SPs. The position at end of turn 5:<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/5_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/5_end.jpg\”></a><br />
<br />
The next couple of turns sees me drive forward to the edge of Krasnodar with my lead units. Those Motorized units can sure move a long way when they have an open path. And fuel. However, in turn 7 I miss doing my reinforcement segment, so pick it up at the end of my move when I realize my mistake. To my shock and horror, I find that many units get removed, including the entire GD Mtr Div, which leaves a gaping hole in my line to the south of Sal\’sk. Even more importantly, the cavalry battalion holding Kropotkin is one of the units removed. I\’ve got units available, and could have replaced it, but Eric dives forward in his turn, hoping to get the initiative next turn. Of all the units on the entire map to have chosen as my point unit, I\’ve chosen the one unit that gets removed. On the other side of the map I\’ve spent a lot of time preventing 17th Cav from joining up with the main line.<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/7_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/7_end.jpg\”></a><br />
<br />
Eric wins the initiative, to recapture and reinforce Kropotkin. It will take me several turns to recapture Kropotkin, delaying my advance again. Still, I\’m pushing forward and starting to put pressure on Krasnodar\’s supply line with Eric fighting to keep it open. Kropotkin is, once more, isolated. Sal\’sk is cut off from the rail lines as I isolate Peschnokopskoye, and the troops all fall to attrition in the first turn.<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/9_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/9_end.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/9_kras.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/9_kras.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/9_salsk.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/9_salsk.jpg\”></a><br />
<br />
In the next few turns I recapture Kropotin and start pressuring Armovir. I try an attack, but it rolls poorly. It\’s going to be a slow process to get to Grozny. At Krasnodar I attack and capture the airfield, and quickly move fighter units there, simultaneously protecting my own units from air barrage and stopping any air resupply. I try an attack on the city, but roll weakly (despite a large AR superiority) and don\’t get better than parity on losses. I\’m finally starting to put pressure on Sal\’sk, but my attack there also rolls poorly. (Anyone spotting a trend?) Eric counter attacks at Sal\’sk and roll straight 9s for surprise and combat. Here\’s the position at the end of turn 12:<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/12_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/12_end.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/12_kras.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/12_kras.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/12_salsk.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/12_salsk.jpg\”></a><br />
<br />
In the next couple of turns Eric reinforces the Sal\’sk area heavily, including the 4th Gds Cav Corps and several independent Gds cavalry units. I fear that front collapsing and putting pressure on Rostov and my supply lines, so reinforce heavily, moving 3Pz and 13Pz, which had been sitting in the back (mostly through lack of fuel to move them forwards). A few judicious attacks later and the threat has been removed, and my lines look a bit more solid. At Krasnodar I have another go at reducing the city defenses, but once more roll weakly. Armovir continues to weaken through attrition. Here\’s the position at the end of turn 14:<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/14_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/14_end.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/14_kras.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/14_kras.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/14_salsk.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/14_salsk.jpg\”></a><br />
<br />
By this time we\’re getting into the afternoon on the second day, and it\’s clear we\’re not going to get through the whole game. The tempo starts to increase as we try to get through as much of it as possible. Eric removes any focus from the Sal\’sk area, as we concentrate on the main drive for Grozny and Tuapse. I start rolling units off from Krasnodar, capturing the Maikop oil fields, which gives me extra SPs, and pressing towards Tuapse. I meet with some good success, finally rolling some good dice on combats. However, I get right to the edge of Tuapse, and am in a position to cut it off, but my hip shoot rolls too well, and removes the one step protecting it\’s supply line! (I roll 12, for a full step loss.) This means that I can\’t attack, and, therefore, can\’t advance and cut it off. Well, poop. Now I choose to roll like a demon, just when I don\’t want it. The empty hex means he can move more units into Tuapse, and there\’s nothing I can do about it. Over in the south east, I keep pressing, leap-frogging units around his defenses. I get as far as Mineral\’nyye Vody, but still several turns from Grozny, let alone attacking or forcing attrition.<br />
<br />
By this time it\’s late on Saturday evening, we\’ve reached the end of turn 21 and we have to stop. We agree that Krasnodar is going to fall, it\’s possible that Tuapse will be captured, but no sure thing, and that Grozny is a definite \’no chance\’.<br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/21_end.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/21_end.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/21_end_krasnodar.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/21_end_krasnodar.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/21_end_tuapse.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/21_end_tuapse.jpg\”></a><br />
<br />
<a href=\”http://deans-inter.net/blogs/images/gaming/events/wbcw/2009/21_end_east.jpg\”><img src=\”http://deans-inter.net/blogs/thumbs/gaming/events/wbcw/2009/21_end_east.jpg\”></a><br />
<br />
So, what were the critical points in the game? Obviously the first turn was a disaster, putting me a whole turn behind schedule, as absolutely nothing went even remotely average. Losing Kropotkin to a withdrawn unit lost me another couple of turns, as it blocked the supply line going forward. This came from me trying to speed up my rate of play as Eric was concerned that we were moving too slowly. In rushing, I started to miss things, like an element of 13Pz hiding under another counter being missed when the rest of the division gets fueled and moves out, so being stranded for the rest of the game, or a gaggle of units and/or replacements not being moved.<br />
<br />
However, my two biggest mistakes were attacking into Krasnodar and being slow in switching my line of attack from Krasnodar to Grozny, with the second being an outcome of the first. Having surrounded and cut off Krasnodar, and then having captured the airfield to give me a patrol zone to prevent air resupply, I should have just left it to run out of supply and face attrition. I wasted around 8 SPs (possibly more) attacking, plus a few replacement units to rebuild lost steps.<br />
<br />
This also left many strong units sitting around Krasnodar doing nothing, when they would have been better used driving on towards Grozny, and I was too slow in recognizing this and switching focus.<br />
<br />
Eric felt that my putting any emphasis on Sal\’sk was a mistake, but I don\’t agree. With it being a supply source and reinforcement point it can become a thorn in the Axis side very quickly. Perhaps trying to capture it was a bit hopeful, keeping it neutralized was important. It certainly had me worried (with a capital \’wor\’) when Eric brought all those reinforcements into that area.<br />
<br />
Overall, this was the highlight of the WBC-W week, by a long shot. OCS continues to impress me as a gaming system and Case Blue as a game. Yes, it\’s big, but the quality of play is worth every minute. And then some. Last year, on the return journey from WBC-W, I said that I\’d be happy to play OCS for the whole week, rather than just the one day. This year I managed to mek it to two days. Next year I\’d like to fulfill that original thought.
And so to the whole reason (for me) of the Sunriver WBC-W week, the OCS Case Blue game. Eric had suggested the Drive for Oil scenario, as it starts small and builds up, and we were planning on playing as teams, Eric and Doug taking the Russians, Chuck and I as the Axis. Of course, this plan was screwed up when Chuck had to leave on business, and he didn’t get back until after lunchtime on the Friday.
So, I was on my own to start with, and it quickly became apparent that this wasn’t a good scenario for multi-player play. There was no real obvious demarcation line to split the forces, either geographically or nationally, and it wasn’t big enough to have one player operate the supply, even though that’s a pretty boring job. In the end, Doug gave up, and when Chuck arrived they went off and did their own thing.

Eric sets up
The general overview is that it’s July 1942, and the Axis forces are pushing further into the south east, heading for the oil fields around Krasnodar and Grozny, which are two of the objectives. The third objective is Tuapse, on the Black Sea coast, looking just like a small village, it assumes large importance here. The scenario opens just after the fall of Rostov, with only a couple of units having crossed the Don. The aim for the Axis is to break out and (ahem) drive for the oil. (All the pictures are taken from my perspective on the game, which is looking from the north. So all references to east and west are reversed, with east being to the left.)

Start of game

Close up around Rostov
So, what are the objectives? Short term, I need to get across the bridge from Rostov, and drive to Pavloskaya. From there I need to decide where my focus will be in the short term. I’m sure he’s going to try build up in Krasnodar, so that will be my first target, trying to cut it off before it gets too strong. From there I plan to move on Tuapse and Grozny. Secondary plans are to get 23Pz and GD across the bridge over the Manych in front of them and advance on Sal’sk. (At the bottom left corner in the previous picture.) It’s got an air field, and whilst it’s not a great base for me, it’s a very good one for him to threaten my supply line, and it will prevent him railing in supplies and reinforcements from the north edge of the map.
Once again, however (which seems to be the MO for my OCS games), things started out disastrously. 23Pz and GD started with an attack to the bridge to the south, as planned, guarded by the lone russian division. In the first roll of the game, for the air hip shoot, Doug rolled an ’11′ for the flak and I lost a step and missed the resulting barrage. In the overrun I rolled like crap, and lost an armored battalion for no effect on the defender. On the other side I also suffered a reverse, and so far 23Pz is down a couple of units and the attack is totally stalled. In Rostov it goes equally badly as my attacks also bounce off the defenders. Over the 4 attacks I don’t roll anything higher than a ’6′ for surprise and combat. I’ve consumed about half the supply I started with, got nowhere and lost a few units.
In the next turn or two I do finally break through at Rostov, creating a pocket, and driving forward to Pavloskaya and beyond. To the east (left), the attacks by 23Pz and GD continue as before as they fail attack after attack. 23Pz has now lost 3 units and is close to ineffective. This is the position at the end of turn 3:

End of turn 3
The next couple of turns sees my tail catch up to the lead units, as I’ve reached the end of my supply tether. I continue to push forward to Sal’sk, but my attempt to cut it off with 23Pz goes awry as I find out that Sal’sk is also a supply source. Read through section 1.6, Supply Sources, and you’ll see the various map edges listed, but that isn’t the whole story. Some of the locations mentioned in 1.8 Reinforcement Entry are also identified as supply sources. Sure, there’s a little pointer in 1.6 to 1.8, but heck, if it’s a supply source, mention it in the proper place. So, despite being cut off from the outside world, SPs and reinforcements keep popping up in Sal’sk, and just to add to the oversight, the 23Pz unit also fails its attrition roll (needed <=7 to pass) and dies.
In the south I’ve penetrated as far as Kropotkin, and I’m starting to look dangerous. However, that’s as far as my supply can go, and I need to get some HQs forward, but I’m seriously lacking in SPs.

End turn 5
The next couple of turns sees me drive forward to the edge of Krasnodar with my lead units. Those Motorized units can sure move a long way when they have an open path. And fuel. However, in turn 7 I miss doing my reinforcement segment, so pick it up at the end of my move when I realize my mistake. To my shock and horror, I find that many units get removed, including the entire GD Mtr Div, which leaves a gaping hole in my line to the south of Sal’sk. Even more importantly, the cavalry battalion holding Kropotkin is one of the units removed. I’ve got units available, and could have replaced it, but Eric dives forward in his turn, hoping to get the initiative next turn. Of all the units on the entire map to have chosen as my point unit, I’ve chosen the one unit that gets removed. On the other side of the map I’ve spent a lot of time preventing 17th Cav from joining up with the main line.

End turn 7
Eric wins the initiative, to recapture and reinforce Kropotkin. It will take me several turns to recapture Kropotkin, delaying my advance again. Still, I’m pushing forward and starting to put pressure on Krasnodar’s supply line with Eric fighting to keep it open. Kropotkin is, once more, isolated. Sal’sk is cut off from the rail lines as I isolate Peschnokopskoye, and the troops all fall to attrition in the first turn.

End turn 9

Close up of Krasnodar

Close up of Sal'sk
In the next few turns I recapture Kropotin and start pressuring Armovir. I try an attack, but it rolls poorly. It’s going to be a slow process to get to Grozny. At Krasnodar I attack and capture the airfield, and quickly move fighter units there, simultaneously protecting my own units from air barrage and stopping any air resupply. I try an attack on the city, but roll weakly (despite a large AR superiority) and don’t get better than parity on losses. I’m finally starting to put pressure on Sal’sk, but my attack there also rolls poorly. (Anyone spotting a trend?) Eric counter attacks at Sal’sk and roll straight 9s for surprise and combat. Here’s the position at the end of turn 12:

End turn 12

Close up of Krasnodar

Close up of Sal'sk
In the next couple of turns Eric reinforces the Sal’sk area heavily, including the 4th Gds Cav Corps and several independent Gds cavalry units. I fear that front collapsing and putting pressure on Rostov and my supply lines, so reinforce heavily, moving 3Pz and 13Pz, which had been sitting in the back (mostly through lack of fuel to move them forwards). A few judicious attacks later and the threat has been removed, and my lines look a bit more solid. At Krasnodar I have another go at reducing the city defenses, but once more roll weakly. Armovir continues to weaken through attrition. Here’s the position at the end of turn 14:

End turn 14

Close up of Krasnodar

Close up of Sal'sk
By this time we’re getting into the afternoon on the second day, and it’s clear we’re not going to get through the whole game. The tempo starts to increase as we try to get through as much of it as possible. Eric removes any focus from the Sal’sk area, as we concentrate on the main drive for Grozny and Tuapse. I start rolling units off from Krasnodar, capturing the Maikop oil fields, which gives me extra SPs, and pressing towards Tuapse. I meet with some good success, finally rolling some good dice on combats. However, I get right to the edge of Tuapse, and am in a position to cut it off, but my hip shoot rolls too well, and removes the one step protecting it’s supply line! (I roll 12, for a full step loss.) This means that I can’t attack, and, therefore, can’t advance and cut it off. Well, poop. Now I choose to roll like a demon, just when I don’t want it. The empty hex means he can move more units into Tuapse, and there’s nothing I can do about it. Over in the south east, I keep pressing, leap-frogging units around his defenses. I get as far as Mineral’nyye Vody, but still several turns from Grozny, let alone attacking or forcing attrition.
By this time it’s late on Saturday evening, we’ve reached the end of turn 21 and we have to stop. We agree that Krasnodar is going to fall, it’s possible that Tuapse will be captured, but no sure thing, and that Grozny is a definite ‘no chance’.

End turn 21

Close up of Krasnodar

Close up of Tuapse

Close up of eastern drive
So, what were the critical points in the game? Obviously the first turn was a disaster, putting me a whole turn behind schedule, as absolutely nothing went even remotely average. Losing Kropotkin to a withdrawn unit lost me another couple of turns, as it blocked the supply line going forward. This came from me trying to speed up my rate of play as Eric was concerned that we were moving too slowly. In rushing, I started to miss things, like an element of 13Pz hiding under another counter being missed when the rest of the division gets fueled and moves out, so being stranded for the rest of the game, or a gaggle of units and/or replacements not being moved.
However, my two biggest mistakes were attacking into Krasnodar and being slow in switching my line of attack from Krasnodar to Grozny, with the second being an outcome of the first. Having surrounded and cut off Krasnodar, and then having captured the airfield to give me a patrol zone to prevent air resupply, I should have just left it to run out of supply and face attrition. I wasted around 8 SPs (possibly more) attacking, plus a few replacement units to rebuild lost steps.
This also left many strong units sitting around Krasnodar doing nothing, when they would have been better used driving on towards Grozny, and I was too slow in recognizing this and switching focus.
Eric felt that my putting any emphasis on Sal’sk was a mistake, but I don’t agree. With it being a supply source and reinforcement point it can become a thorn in the Axis side very quickly. Perhaps trying to capture it was a bit hopeful, keeping it neutralized was important. It certainly had me worried (with a capital ‘wor’) when Eric brought all those reinforcements into that area.
Overall, this was the highlight of the WBC-W week, by a long shot. OCS continues to impress me as a gaming system and Case Blue as a game. Yes, it’s big, but the quality of play is worth every minute. And then some. Last year, on the return journey from WBC-W, I said that I’d be happy to play OCS for the whole week, rather than just the one day. This year I managed to make it to two days. Next year I’d like to fulfill that original thought.