Proud Monster [Command #27]
Soviet Setup Notes
The following Soviet set up is extracted from the 7,000-word D-elim
for Proud Monster that I've got scheduled for issue no. 35 (It was
supposed to have been in 33, but the whole issue ran too long and
we had to bump this back). It's written by Flavio Carrillo, the
editor/publisher of the Europa newsletter "Combined Arms."
Suggested Soviet Initial Deployment for Proud Monster
Northern Soviet Frontier Zone, 1st Echelon:
2006N-1603S, along the border: 39 RD, 3 RB, one per hex.
1703S, 1804S: 1 TD per hex.
Lvov (1525S): 1 RD.
You will lose virtually all these units. In the southern edge, the
two Tds will be safe, and some of the nearby units in the
Carpathians may survive as well.
Southern Soviet Frontier Zone, 1st Echelon:
1905S, 1907S, Kishinev (2019S): 1 TD per hex.
2009S, 2011S, 1912S, 1814S, 2104S: 1 CD per hex.
You may want to substitute RDs for the CDs from the marshes north
of the Stalin Line at 2028N (see below) and place the CDs in the
marsh. The CDs will be vulnerable wherever they go, and their
mobility may be better suited to the marshes. The TDs can maneuver
north and strengthen the Soviet position in northern Bessarabia
during the Soviet half of turn 1.
Soviet Frontier Zone, 2nd Echelon:
2222N-2225N: 1 RD per hex (may substitute CDs from Southern
2226N: 3 TD, 1 MRD, 1 RD.
2227N: 2 TD, 1 MRD, 1 RD.
2127N: 2 TD, 2 MRD, 1 RD.
2028N: 2 TD, 2 MRD, 1 RD.
1900S: 3 MRD, 1 TD, 1 RD.
1901S: 2 TD, 1 MRD, 1 RD.
2228N, 2100S, 2001S: 1 TD per hex. This backstops the Stalin Line
around the portion that can be mobile assaulted.
1802S: 2 TD, 1 MRD, 1 RD.
1702S: 2 TD, 1 MRD, 1 RD.
The hexes in range of German mobile assaults (2127N, 2028N and
1900S) will be tough thanks to the two to three MRDs and the Stalin
Line bonus. They're also backstopped, just in case. The rest of this
line can't be mobile assaulted, and much of it won't be disturbed by
the German infantry, since those grunts will be busy cleaning up
the screening force along the border. These mixed stacks all
contain one RD to absorb minimal losses: there's nothing like
trading an RD for a panzer step!
Watch the eight-speed Jagers, cavalry, and mountain types: the
German will try to end run you in the marshes, and you must screen
for that with at least one unit along a four to six hex front north
of the forests.
2816N, 2716N-2718N: 1 RD per hex.
Minsk (2817N): 1 MRD.
This effectively screens Minsk: the forests and swamps prevent the
Germans from getting around the screen to attack Minsk, and the
units screening are just outside mobile assault range. The MRD can
move back along the highway during the Soviet half of turn 1 along
with any survivors. Leave one RD in Minsk to force the German to
lose a step to take it.
Riga (2705N): 1 MRD, 4 RD.
2806N-2811N: 1 RD per hex.
This Riga garrison should deter all but the most aggressive German
player on turn 1. The other units again lie outside of mobile
assault range, and will limit German crossings of the Dvina to
2806N-2807N. The survivors can fall back toward Leningrad, or,
alternatively, move to cut off any German spearheads, depending on
how the German handles his forces here. As with Minsk, leave on RD
in Riga to force a step loss.
Within 11 Hexes of Kiev:
11 TD, 3 MRD, 12 RD
Some of these should be used to backstop the marsh line. The rest
can move toward Galicia to join the units in and near the Stalin
Line. Don't forget to garrison Krivoy-Rog and Gomel.
Within Five Hexes of Orsha:
12 TD, 6 MRD, 8 RD
These units can form a line from Mogilev to Vitebsk, joined by the
MRD at Minsk on turn 1. If the German can mobile assault this line,
backstop the highway. Don't leave Smolensk empty, either, if a
mobile assault possibility exists; you'll need this place.
Within Four Hexes of Tallin:
These RDs can either screen Tallin, move toward Leningrad, or go
south to plug the small gap in the marsh line at 3505N. You should
think of these units (along with the Riga/Dvina forces) as part of
your Leningrad defense group. How you handle them will directly
impact how strongly the German can threaten Leningrad.
1 RD per hex.
You must keep these two forest hexes plugged up as long as possible
in order to force the German to attack them or mire himself in the
marsh. They will be difficult to mobile assault thanks to the
nearby terrain. These should also be included in your thinking as
part of Leningrad's defense.
Within Six Hexes of Leningrad:
8 RD, 1 CD
Keep most of these units near the Luga Line. The CD should be
positioned to act as a speed bump somewhere near the marshes
between 3505N and 3709N. The low numbers of units in this area is
deceptive: the Soviet defense of Leningrad is echeloned in depth
and begins all the way out on the Dvina.
Properly handled, these units can frustrate the Germans until turn
3, at which point you can man the Luga Line in strength with the
help of reinforcements. The point is to keep the Germans away prior
to turn 3.
Within 10 Hexes of Moscow:
1 MRD, 3 TD, 3 CD, 9 RB, 41 RD
The MRD and TDs should be placed as far west as possible to
intervene near Smolensk. the RBs belong in the rear, along with as
many RDs as necessary to fulfill garrison requirements. The
remaining RDs should be split north and south of Moscow (about
two-thirds south of Moscow), to march either toward Vitebsk,
Smolensk or Bryansk. Since the forest doesn't slow them, there's
no need to confine them to the highway. But try to avoid march
paths that take you across rivers. The CDs should be placed near
Kalinin, where they can move rapidly through the Valdai Hills
(paying only one movement point per hex) toward Leningrad.
4 RB, 24 RD, 1 MRD
These go in any cities and towns not falling within the deployment
areas described above. The MRD belongs in Odessa. Don't forget to
use sea movement to get RDs out of ports in the Caucasus and the
Crimea, shipping them to Odessa.