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> A Walk On The Beach

BigDork
post Jun 9 2004, 10:28 AM
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Sergei put out a request for someone to playtest an Op for him and since he hooked us up with some maps for WC4 I couldn't say no. Here's an overview...

QUOTE
A Walk On The Beach
======================
Date: 15th July 1944
Time and weather: mid-day (last battle dusk), mixed weather
Location: Nietjärvi (Ladoga Karelia), Finland
5 battles, 25+ (AI) or 30+ (two players) turns
Semi-historical Soviet attack static operation
Recommended play: either as Allied against AI or PBEM (depending on version)

Background:

On 9th of June 1944 Soviets ended their long stalemate with Finns to NW of Leningrad by launching an offensive in the Karelian Isthmus (between Baltic Sea and Lake Ladoga) with massive artillery support. Despite ineffective attempts to stop and push back the advance, ground had to be given in a swift pace after both the first (the main) and second lines of defense had broken. City of Viipuri was lost on 22nd of June, and the next objective for Red Army was to reach Kymi river and force Finland to surrender. But by now the Finnish Army had recovered enough from the initial shock, and in the grand battle of Tali-Ihantala the Soviet 21st Army was tied down. The following attempts by Soviets in the Isthmus to break across the Bay of Viipuri in the south and the great river Vuoksi in the north failed during July.

In order to repel the invasion in the vital Isthmus sector, Finns had started moving forces from north of Lake Ladoga in secrecy. To make reinforcing the Isthmus harder and to gain back the areas lost in 1941 (including parts of the Murmansk railway and city of Petrozavodsk), the Soviet 7th and 32nd Armies began an offensive against the Finnish Aunus Group (II and IV Corps) on 21st of June. II Corps made a fighting withdrawal from river Svir along the coast of Ladoga; after three weeks of fighting and 150 km of ground ceded, the front line had reached the U-line. This was already well within Finnish pre-WW2 borders, and once again men felt they were fighting for their homes, not just for an expansionist utopia. Also the swampy terrain offered poor prospects for the use of tanks and the lousy road network in Karelia made supplying the attackers hard.

Current Situation:

Yesterday the Russian 37th Guards Corps and 4th Corps Army began a poorly executed attack intented to sweep the Finnish 5th Division aside from the road to city of Sortavala. So far the Finns have managed to control the situation. Today at 9 o'clock Soviets bombarded the frontmost perimeter of the U-line at Nietjärvi sector for a full hour after which the perimeter was captured. Defenders of Nietjärvi have to stop Russians from breaking loose, or the whole U-line could be at peril.

Special deployment rule:
In western parts of the map there are some rather marshy tracks, so it would be unrealistic to deploy heavy equipment (vehicles or guns above transport class 4) there at the beginning of a battle. However, it's okay if you are able to drive them there during battle at the risk of bogging.

Sources:
Matti Koskimaa, Syväriltä Nietjärvelle
Veikko Karhunen, Syväriltä U-asemaan
S. P. Platonov, Taistelut Suomen rintamalla 1941-1944

Design by Sergei


Historical outcome:

As the day passed, locations changed hands many times. By the end of the day Russians had penetrated U-line in it's full depth, but at the same time they had been stopped and their casualties ran high. The battle came to an end on the night of 16-17th, as the tip of the advance was chopped off by a double envelopment after which villa Maximoff was taken back by Finns. (See my battle "Niet Molotoff!" for that.)

The Finnish victory at Nietjärvi meant that Red Army had been stopped well before Sortavala. That, the achievements in the Isthmus and finally the encirclement of two Soviet divisions in Ilomantsi on their way to Joensuu caused Soviets to forget about occupying Finland, as resources were needed more in Central Europe.


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BigDork
post Jun 9 2004, 11:05 AM
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Want to comment on this operation? Please do it here...

A Walk On The Beach Discussion Thread


Obviously this is nothing but spoiler after spoiler so if you don't want to know what happens in the operation I suggest reading no further.


Initial thoughts:

Okay, this one is HUGE. About five times bigger than I usually play. But I'm not going to let that deter me. I've been itching to play a bigger battle for a while now so this is good. I'd rather be the Finns than the Soviets but it's all good.

I've got about 13000 points at my disposal for all 5 battles. Gonna have over 2 battalions of infantry, tons of arty, T-34s and more at my disposal. Oh, this should be a treat. evil.gif

Since I'm playtesting I'm going to leave setup as default and see how it goes.


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BigDork
post Jun 9 2004, 11:21 AM
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Turn 1:

I order all my platoons to move up using Move to Contact. I know that the Finns are out there, I just have no idea how close. Up near Jyrinmaki there is a bunch of barbed wire in front of the place which will make my infantries lives a bit harder. My guess is that I'll find an MG or two near there.

Unfortunatly in the center is a big swamp so I don't have much choice but to push forward through the wire and take whatever casualties I have to. I'm loathe to waste men so if I can find some other way I will.

On my left flank, on the other side of the swamp I have a single platoon. They are also given a Move to Contact order. Their eventual goal is the flag near Saarenmaki but I'm sure they'll meet resistance before they get there.

My goal for battle #1 is to get at least to Maksimoff with my right flank and scout out near Saarenmaki with my platoon on my left. I am not holding my breath about my left flank though. They'll need reinforcements if they are to push ahead too much. I'm sure the flag is defended.


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BigDork
post Jun 9 2004, 11:23 AM
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Turn 2:

Nothing too much of note happens. My men slowly move forward but spot nothing. I have a few Maxims move up and take some positions that should provide some cover fire if necessary. The problem is that with all the grain it's hard to get much of a field of view.

I do order my platoon of T-34s to move forward towards Kaukola. They should be able to provide some protection for my infantry that is making their way forward.


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BigDork
post Jun 9 2004, 11:26 AM
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Turn 3:

CONTACT!!!!

From 1500m away, on the far side of the lake a gun opens up on one of my T-34s. It responds as well, which sort of irks me. I doubt that the gun will be KOed by the tank from so far a range. And I don't want my tank wasting HE on a gun 1500m away when I'll be soon facing Finns at a much, much closer range.

Some bullets come flying in, targetting an MG crew. I have no contacts as to where they came from but I'm pretty sure it's from the buildings ahead that are protected by wire.

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BigDork
post Jun 9 2004, 11:28 AM
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Turn 3:

On my left I make contact with a platoon of Finns. They are actually right about where I expected them to be. Some fire has been exchanged and so far I've only had one squad get pinned. Only two of my squads and the HQ have LOS of the enemy so I'm going to be moving my other two squads to the side and up a little to try and fire from different angles.

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BigDork
post Jun 9 2004, 11:57 AM
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Turn 4:

On my left flank things aren't fairing too well. One of my squads advanced forward only to lose half of it's men. Two of the other squads have lost men as well. My fourth squad is moving up to the right of the dug in Finns but I think it'd just be better to withdraw and try to go around.

On a plus note one of my T-34s KOed the gun on the far side of the lake. I wasn't expecting it but am not complaining either. Now I can worry about some sound contacts I have coming from some rough area ahead.

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BigDork
post Jun 12 2004, 09:06 AM
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Turn 5:

I order my left platoon to withdraw from the Finns. My guys are taking casualties and are shaken/pinned. I have my guys pull back and regroup. I'm going to attempt to send the M3 Scout Car across a whole bunch of soft ground(praying for no bog) to lend MG support to my platoon.

Also I'm attempting to have two AT guns set up. I'm not sure if they'll have LOS or not but it's worth a try. The HE will make a difference.

Turn 6:

I continue to have my infantry move forward through all the wheat fields. As one of my platoons moved forward they came under MG fire from the buildings ahead and also now have artillery falling on their heads. So far no one is panicked but it'll happen if I don't get them out of there. So I'm going to attempt to give them advance orders away from the area where the arty is landing.

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BigDork
post Jun 15 2004, 10:17 AM
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Turn 7:

My men were slowly making their way through the wheat fields toward their first objectinve. However there was sporadic MG fire coming from up ahead. Fed up with a MG that I suspect is located in one of the larger buildings I have my T-34s demolish the sucker.

Unfortunatly the MG fire didn't stop.

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BigDork
post Jun 15 2004, 10:20 AM
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Turn 8:

The platoon on my left flank had earlier run into some trouble with a dug in Finnish platoon. I needed some MG support to help suppress the Finns. So I order my scout car to head along the soft ground that runs through the swamp to go and lend support.

As the M3 Scout Car heads through the swamp there's suddenly an explosion right next to it. My crew spots a light gun up on a hill with wonderful LOS of the entire swamp. They start to take aim at the gun with their machine guns to fire back...


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BigDork
post Jun 15 2004, 10:22 AM
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Turn 8:

...but it's too late and a shell hits the Scout Car causing enough damage to force the crew to abandon.

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BigDork
post Jun 15 2004, 10:24 AM
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Turn 8:

The building was destroyed but the MG wasn't. As my soldiers continue to progress forward they are suddenly diving for cover again. And much to my frustration still only a sound contact. I cannot wait to find that guy and make him pay for slowing my advance.

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BigDork
post Jun 15 2004, 10:25 AM
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Turn 9:

When the light gun fired on my Scout Car I don't think he realized what kind of danger he was putting himself in. My T-34s, noticing the gun firing up on the hill start sending some HE at the Finnish gun.

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post Jun 15 2004, 10:26 AM
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Turn 9:

The gun never got off another shot as the crew was quickly pinned and then abandoned the gun. Doing their best to get as far away as possible.

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post Jun 15 2004, 10:29 AM
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Turn 9:

As my men move forward they suddenly spot a bunch of trenches on the other side of the barbed wire. That's going to make my objective very, very hard to achieve. There isn't a lot of cover as I move forward and so I'll have to do my best to make sure I have a lot of firepower available.

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post Jun 15 2004, 10:30 AM
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Turn 9:

As my tanks move forward I get a contact in the trenches as a panzerschreck takes a shot at my tank. If the Finn had waited until I'd gotten close it might have been a bad thing but taking a shot at 185 meters is suicide.

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post Jun 15 2004, 10:31 AM
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Turn 9:

My tanks quickly respond to the anti-tank thread and quickly neutralize it.

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post Jun 15 2004, 10:33 AM
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Turn 11:

Turn 10 is spent pretty much the same was as turn 11, moving men forward. From time to time my guys would be fired on from some unknown Finn unit up ahead. All I'd ever get would be sound contacts and so I could do nothing but keep pressing forward.

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post Jun 15 2004, 10:35 AM
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Turn 12:

Turn 12 starts with the Finns trying to start a little offensive push or something. A couple units advance out of the cover towards my men firing. But it's only a few units and quickly a mass of Russian fire power drives the Finns to ground or causes them to flee towards the safety of their lines.

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post Jun 15 2004, 10:36 AM
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Turn 12:

This unit came out of the wheat down near the lake. He didn't run forward for more than two seconds and then quickly started to run backwards.

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post Jun 15 2004, 10:39 AM
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Turn 13:

I decide to have another go at the left flank. I had moved a Maxim into position on the other side of the swamp that had some limited visability on where the Finns were dug in. So I ordered my men to advance forward.

At first things seemed to be going well but soon that changed as I took several casualties in about 10 seconds. Soon the Finns were causing my guys to become shaken and pinned.

At the end of this turn I order my guys back once again and let the Finns keep their position for now. Their time will come soon enough.

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post Jun 15 2004, 10:41 AM
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Turn 14:

While not the most effective thing to do I'm frustrated with that dang MG. And so I decide to call in artillery on the position of the trenches. I know it probably won't do too much but I'm hoping it'll rattle the defenders a little. My men are starting to get closer to the trenches and I'm hoping to be assulting them in a few turns.

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post Jun 15 2004, 10:43 AM
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Turn 17:

Slowly my men continue forward. As my guys get closer they are being fired on more and more and it's making the progress forward take even longer.

Here's an overview of my forces as of turn 17. Green is infantry platoons, purple is MGs, blue are the T-34s and the red was my objective as I started the battle. But I'm thinking that it'll be hard to take that at my current rate of progression. I'm just hoping to take the trenches at this point.

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post Jun 15 2004, 10:45 AM
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Turn 19:

Found the son of a bitch! After firing on some of my men I suddenly got a positive ID on that MG that's been burdening me since the beginning of this fight. I plan on making them pay dearly.

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post Jun 15 2004, 10:47 AM
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Turn 19:

I make an error in issuing some orders and one of my squads runs right through the barbed wire. What's worse is that there is another light gun on the hill that takes aim on my men as they are stuck slowly making their way through the wire. One of my tanks takes aim on the gun but they will still be able to get off a few shots and make my guys sorry they tried to go through the wire instead of around it.

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