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Right Hook at Sopockinie - Combat Mission: Red Thunder

Right Hook at Sopockinie Image
Combat Mission x2 Ladder

Right Hook at Sopockinie

By Rokko
USSR 0 - 0 - 1 Axis
Rating: 6.15 (2)
Games Played: 1
SM: 9
Turns: 150
Type: Custom
First Side: USSR
Second Side: Axis
Downloads: 34
This scenario features units belonging to the W-SS Totenkopf Division. The scenario is mod tagged for Vein’s Totenkopf mod and is thus best played with that mod.
There are only AI plans for the Soviet side, so play-style is H2H/Axis vs AI only.

This is a historical scenario based on the fighting on the Nemen front in mid-July 1944, where 3. SS-Panzer-Division “Totenkopf” was tasked with carrying out a local counterattack on the town of Sopockinie in an (ultimately failed) attempt to cut off Soviet mechanized forces that had broken through further to the north-west to the Augustow canal.
This particular scenario portrays a battalion sized engagement on the eastern flank of this counterattack.

Source: Vopersal, W. (1991): Marsch und Kämpfe der SS-Totenkopf Division, Band Va
Player Voting Stats
Member Balance Enjoyment
Duff's ProfileDuff Slightly Pro Axis 7
Stonecutter's ProfileStonecutter Moderately Pro Axis 4
Gaming Records
1st Side Player 2nd Side Player Result Score
Axis Duff's Profile Duff vs. Stonecutter Stonecutter's Profile USSR Axis Major Victory 90 18
Duff
1st Lieutenant
Duff Sun Jun 30, 2019 2:32 pm
A well designed and entertaining scenario. I think the German armor tilts the balance slightly toward the Axis player.
Stonecutter
1st Lieutenant
Stonecutter Sun Jun 30, 2019 11:06 pm
There are a couple issues with this battle that really take away from what would otherwise be a very good scenario. Here are my views and recommended adjustments to provide a better play balance and experience for both the attacker and defender:

1) MAP SIZE & TIME - 3km x 2 km and 2.5 hours + up to 15 minutes extra time. This is far too big and too long. As the defender, I did nothing but hit the big red button for the first 40 minutes as the distances from the German start point to the first objective were so long. Given the Russian force is all infantry while the Germans have 8 x Stugs and other vehicles, this gives a significant advantage to the German player as they can concentrate all their forces in one place and the Russian player cannot react as the distances are too great. If the map were 1.5km x 1 km and time reduced to 90 minutes +10 minutes, , this would even out the battle a bit and avoid a lot of wasted time for both players.

2) BALANCE OF FORCES - The Germans have a big firepower and mobility advantage thanks to 8 x Stugs, several support vehicles and 150mm & 105mm arty along with several mortar missions. In addition, while the infantry numbers are nearly equal, the German infantry is a mix of crack and veteran troops with a few regular/green while the Russians are mostly green with a few regular/veteran troops. Adding a few reinforcing Russian T-34s with tank riders later in the battle would really make this interesting as the Russians could do a counter-attack once their armour arrived.

3) VICTORY POINTS - If the first two items are changed, then they are fine as is. Otherwise, all Russian VPs should be for inflicting damage rather than roughly 65% being for holding ground as they have almost zero chance of holding ground as the German player can easily contest due to their mobility advantage.