MiniatureGeneral

Musings of one man whose hobby happens to be miniature wargames

Monday, September 18, 2006

Kiel und Kessel

The method of operation for German blitzkrieg operations can be described as Kiel und Kessel (wedge and cauldron). Typically, the opening stages of a blitzkrieg operation would be a surprise attack, possibly against fortified enemy lines, and this attack would include Panzer and Luftwaffe forces combining their firepower on the schwerpunkt (focal point) in a classic example of conservation of force. The goal of this strategy was to use local superiority to achieve a breakthrough (the wedge) and then encircle the enemy and destroy them (the cauldron). As the war progressed, all the allies adopted some form of breakthrough and penetration strategy which makes this campaign suitable for all armies.

This campaign has many similarities to the Axis of Attack campaign rules found in the Flames of War second edition rulebook with one major exception: the seven Sectors are not used and the players will use the chart shown below instead.

When using the chart, one side will be considered the aggressor. The aggressor is the side that currently has the upper hand and is likely (but not always) the attacker. This determination of who is the attacker in the campaign missions overrides any special rules (like Defensive Battle) found Flames of War.

The campaign can open in one of two ways: one way is with a deliberate attack against an enemy that is well fortified and entrenched; a prime example being France’s Maginot Line in 1940. In order to start the campaign in this way, the players will need to decide which side will be the aggressor at the start of hostilities. If players can’t decide, then start the campaign as a surprise attack like the Polish Campaign of 1939 or Operation Barbarossa.

The major difference between this campaign and Axis of Attack is that, rather than rolling a random mission, the current “tempo” of the campaign determines which missions are played so ignore the “Advance, Retreat, or Hold in Place” and “Select the Next Mission” section of the rules.

Meeting Engagement
When a battle lines have not been established, either due to surprise or because a force has regained freedom of maneuver after a successful breakout, both sides will try and move into positions of advantage in an attempt to gain the initiative. The battle that takes place where the opposing forces meet is called a Meeting Engagement. The time and location of these battles is often a surprise as neither side is fully deployed. The side that wins this battle has gained the initiative and is now considered the aggressor on this front. In order to exploit the advantage, they will launch a Hasty Attack as soon as possible.
For Flames of War, play the Encounter mission.

Hasty Attack
The Hasty Attack trades preparation time for speed in an attempt to exploit a temporary advantage. The defender, naturally, also has limited time to prepare and the defenses are often limited to the use of terrain for ambush from concealed positions and defenses such as foxholes or weapon pits. The side that is the aggressor in the campaign is the attacker in the Hasty Attack battle. If the attacker wins the battle, they have penetrated the enemy lines and will seek to encircle and cut-off the enemy. If the attacker loses the battle, the enemy lines remain intact and the enemy has time to reinforce their positions.
For Flames of War, play the Hold The Line mission.

Prepared Defense
An attacker must face a deliberate defense when the enemy has been given the opportunity to prepare an extensive network of fortifications including pillboxes, trenches, minefields, and other obstacles. This situation can occur if battle was not a surprise or because a previous exploitation attempt failed. The inherent danger of a static defense is the attacker may try vertical envelopment (airborne operations) as a means to bypass the heavily fortified lines. The side that is the aggressor in the campaign is the attacker in the Prepared Defense battle. If the attacker wins the battle, they have penetrated the enemy lines and will seek to encircle and cut-off the enemy. If the attacker loses the battle, the enemy lines remain intact and the enemy will launch an immediate counter attack in an attempt to regain the initiative.
For Flames of War, play The Big Push mission. The attacker may substitute the Death From Above mission if their army list allows it.

Delaying Operation
Delaying Operations trade space for time and seeks to slow enemy momentum by inflicting maximum damage while preparations are made for a new line of defense. The destruction of the enemy is secondary to slowing the advance; however, grievous losses may sap enough of the attacker’s strength that they lose their temporary advantage. The side that is the aggressor in the campaign is the attacker in the Delaying Operation battle. If the attacker wins the battle, the enemy withdrawal was unsuccessful and they have been encircled and cut-off from retreat. If the attacker loses the battle, new enemy lines have been established; however, huge losses will require a pause giving the enemy even more time to reinforce their positions.
For Flames of War, play the Fighting Withdrawal mission. Note that if the defender during this mission scores a Stunning/Major victory the next mission will be Prepared Defense but if a Minor Victory was scored, Hasty Attack will be played.

Breakout
If a force is encircled, they must attempt to create a gap in the enemy defenses in order to regain contact with friendly forces. If the force can’t breakout, they will be destroyed or be forced to surrender. The side that is the aggressor in the campaign is the defender in a Breakout battle. If the attacker wins the battle, they have broken through the enemy lines and are once again free to maneuver. If the attacker loses the battle, the campaign is over and the aggressor (defender in this battle) is the winner of the entire campaign.
For Flames of War, play the Breakthrough mission.

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