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1914_0909_01s: The First Battle of the Masurian Lakes - FWWC 02 East Prussia '14

1914_0909_01s: The First Battle of the Masurian Lakes Image
Tiller Operational Campaigns Ladder

1914_0909_01s: The First Battle of the Masurian Lakes

By Ed Williams
Central Powers 4 - 2 - 1 Allied Powers
Rating: 5.36 (5)
Games Played: 7
SM: 6
Turns: 46
Type: Stock
First Side: Central Powers
Second Side: Allied Powers
East Prussia, 9th September 1914: Fresh off their decisive victory against the Russian 2nd Army near Tannenberg, Hindenburg and Ludendorff ordered the 8.Armee to move east to oppose the dire threat posed by the Russian 1st Army under Rennenkampf. For their next battle, the 8.Armee was reinforced by two corps and one cavalry division that had recently arrived from the Western Front, forces that neither Hindenburg nor Ludendorff requested. With their forces now numerically equal to the Russian 1st Army, the Germans advanced to contact to meet Rennenkampf's army which had now entrenched along the Deime-Alle-Omert rivers. However, in the south of the battle line, von Mackensen and von Francois' corps were advancing through the Masurian Lakes region, with the lakes being the major terrain feature that Rennenkampf anchored his flank, and both corps had the objective to turning the Russian 1st Army's left flank. The stage was set for another German victory through flanking maneuver, however Rennenkampf had no intention of conducting a static defense. [Size: large] *See the notes document for information on scenario design decisions and historical notes.
Player Voting Stats
Member Balance Enjoyment
burroughs's Profileburroughs Totally Pro Central Powers 10
jonnymacbrown's Profilejonnymacbrown Moderately Pro Central Powers 10
Sgt Jasper's ProfileSgt Jasper Totally Pro Central Powers 5
Gris's ProfileGris Slightly Pro Central Powers 10
zorak's Profilezorak Moderately Pro Allied Powers 6
Gaming Records
1st Side Player 2nd Side Player Result Score
Central Powers zorak's Profile zorak vs. tquinn tquinn's Profile Allied Powers Central Powers Major Loss 12 108
Allied Powers Gris's Profile Gris vs. fastphil fastphil's Profile Central Powers Draw 60 60
Central Powers jonnymacbrown's Profile jonnymacbrown vs. Sgt Jasper Sgt Jasper's Profile Allied Powers Central Powers Major Victory 108 12
Central Powers waterlo's Profile waterlo vs. Landser34 Landser34's Profile Allied Powers Central Powers Major Victory 108 12
Allied Powers Belisarius's Profile Belisarius vs. burroughs burroughs's Profile Central Powers Draw 60 60
1st Lieutenant
jonnymacbrown Sat Mar 28, 2015 4:55 pm
This is an extremely difficult task for the Russian player not to get overwhelmed. From the get go, the Russian player should resist the urge to stand and fight because in the opening stages there are opportunities to inflict massive casualties on the Germans especially in the centre where the Guards attack. However to do so, der Russ will probably lose all his guns and have many units traps and destroyed. The only way out is a rapid withdrawal in the direction Darkehmen-Goldap leaving rear guards to be sacrificed. jonny
Lieutenant General
burroughs Wed Nov 11, 2015 12:02 pm
If the imperial German troops are commanded properly they seem not to have to much difficulty with rolling the Russian defences back in the centre and in the south with a huge wheeling manoeuvre to outflank the southern wing - done quite easily if that wasn't for the large space to cover causing troops exhaustion and depleting their supplies fast.
Sgt Jasper
Sgt Jasper Frid Sep 09, 2016 7:40 pm
Very difficult for the Russians. Cards stacked against them.
Gris Mon Oct 24, 2016 6:50 pm
"Read the Designer notes"

A tough one for the Allies for sure. If the Allies make a blunder it will be very difficult to recover.

You have to run in the beginning, especially making sure you get the guns out (I did not, big mistake). If not you will get a quick lesson on how "Fragile National Morale" works:) Just keep retreating till you hit the major river line running north to south (Insterburg-Darkehmen-Goldap). Here you can decide to hold, rest and recover, or delay and run the majority of your units out. You will not win here, the CP has enough engineer assets to get across. You can delay and inflict some losses using the better terrain. If you can delay a day (or two is better, but a tall order) here, it really helps.

IMO, The objectives in the game are not a major concern for the Allies. You could lose most of the ones West of the area boundary. What you can't take is huge losses in guns, cavalry, and trapped battalions. This battle is about force preservation for the Allies.

Lastly, employ caution with your cavalry and boldness when presented with opportunity. The CP player can trapped them easily if you are not careful. In a stand up fight they will lose (a lot of points), but you can screen, delay, and even threaten the recapture of objectives by raiding. Remember you can block the CP supply lines too as a viable tactic.

I really feel with several plays, an Allied player can win this one. Great scenario!
'Millions died or suffered in the mud of Flanders between 1914-18. Who remembers them? Even those with names on their graves are by now unknown soldiers.' - Mier Ronnen, Jerusalem Post, 1933 Gris