SPW’s Tannenberg was the first game of the Der Weltkrieg that I played many years ago when I was expanding my foray into wargames beyond Advanced Squad Leader. (I later had to revisit ASL and relearn the game after many failed attempts to play through the first starter kit, but that’s a story for another time).
The Tannenberg scenario is a quick and easy scenario to play
through. If you play fast (which I seldom manage to do) you can get through it
in an afternoon once you’re all set up.
For reference, Decision Games’s Wacht am Rhein scenario Race
to Bastogne that I’ve now twice documented on AARCentral is described as a
tournament style scenario that should only take 2-3 hours to play through. On
my second playthrough, my faster of the two, it was up for about a week in my
apartment.
This time around in Tannenberg, I managed to play it through
an evening and a morning, which per my standards is flying through the game.
This is at least thanks in part to the simplicity and ease of learn SPW’s Der Weltkrieg
system. The only limiting factor keeping me from playing longer
scenarios/campaigns – other than space which is difficult to ratio in a 535 sf
apartment – is the supply expenditure system in Der Weltkrieg. The Grand Campaign
aside, which I know addresses this in part, each opposing side’s offensive
potential in Der Weltkrieg is really hampered by two factors, the limited
amount of supply and the cost of a poorly supported attack when opposed by a 3x
counterattack.
As one commenter I had read previously observed, this does adequately
represent the localized, offensive potential of a front or an army. Resources and
support are stockpiled, and then – if done properly – efficiently expended in
order to make a breakthrough or move the front a few kilometers. Then, the
frontline troops are thinned to the point of needing to halt and/or supplies
run out, necessitating an end to the offensive. Coupled with the threat of devastation
from a 3x counterattack – with the benefit of hindsight from 3-4 scenarios over
the years – this may make a lot of sense when trying to recreate the reality on
the battlefield in WW1. Once supplies run thin for one side, their ability to
match the attrition inflicted by their opponent wanes, and where either side
was losing 4-5% of their fighting strength in an exchange, once one side gets
the upper hand – provided they’re both still slogging away endlessly, which I
find to be the case when I play Der Weltkrieg – the magnitude of attrition
expands to 10-20% in favor of the side with remaining supply and at least
equivalent combat strength. This is something I observed on the outskirts of
Warsaw in my game this past weekend.
In this playthrough of Tannenberg, the game lasted from
mid-August through October before I had to concede for the Russian position. The
‘Russian’ Steamroller did not make it past the frontier in East Prussia, and
eventually found itself on the retreat in Poland.
The game started off historically, and I did all in my power
to recreate the German tactics used in East Prussia in 1914. With the Russian
first army just outside East Prussia racing for Konigsberg from turn 1, I used
my cavalry, Landwehr forces, and two reserve divisions to screen the Russian advance.
The resto f the German 8th Army meanwhile consolidated south of
Allenstein (the seat of the German HQ) in east Prussia) and raced to deal a knockout
blow to the Russian 2nd Army. Unless I skipped over it some place, due
to the mobilization restrictions of the Russian forces, I managed to pin the Russians
in Poland against Warsaw before most of the 2nd Army had an
opportunity to strike north. This stretched my forces thin against the Russian
1st Army – it was looking dire for a while – but they managed to hold
the line without breaking.
Part of the dire straights were due to my own house rule. I
adopted a rule used in GRD’s Europa – Balkan Front. In Balkan front, non-divisional
units cannot operate in their full fighting capacity unless they are supported
by other units (unless of course they were identified as capable of operating
independently. It’s a unique rule, and one I appreciated. As such, for all
Landwehr brigades, I tried to have them operate with other units as opposed to
independently. Especially given each hex covers 20km, it doesn’t seem realistic
that single Landwehr brigade could hold up four Russian cavalry divisions.
What transpired outside of Warsaw – as the Russian 1st
Army raced on Konigsberg – was arguably my most negligent strategy of the game:
wholesale slaughter in the fight for attrition. My goal was to bloody the
Russian 2nd beyond reinforcement and then race north to defend
against the Russian 1st. The Germans are best aided in this game not
by the reinforcements they receive in September (the Russian’s secured 41
points trying to pressure Konigsberg so I received 1 Guard division, 3 infantry
divisions, and a cavalry division) but by the terrain separating the Russian 1st
and 2nd. The swamps and forts east of Allenstein are the missing
link needed to hold off the Russian 1st while warding off the 2nd.
| The German 8th attacks Warsaw as the Russian 1st moves on Konigsberg (got to love the glare) |
Five or six rounds of combat were exchanged between the
German 8th and Russian 2nd. It was pretty evenly matched
in terms of die rolls, but the Russian 2nd wore down quicker. Most German
units had suffered 25-50% casualties when one final Russian attack, weakened by
more than 50%, was met by a German counterattack that inflicted 4 times as many
casualties. That was the breaking point. There were barely four combat-active units
remaining and the German 8th pulled back north, just as the Russian 1st
consolidated for a second push. The German 8th relocated just in
time to halt the Russian 1st’s attack, which had been slowly
grinding away at the German Landwehr and reserve divisions in their path.
The emergency reserves arrive for the Germans and hold the
south edge of East Prussia as the Russian 1st and German 8th
face off for the month of September. As more Russian reserve formations
trickled in though, the Russian 2nd swelled back to fighting capability
and moved north. This was a mistake. Moving out of Warsaw, the Russian 2nd
had enough force to drive ahead of the Army’s HQ, but not cover its flanks.
With the Finns, Siberians, and Turks trying to assail one of the forts east of
Allenstein, there were no reserves within reach in that part of the sector.
Trying to put pressure on the German underbelly, the Russian 2nd
extended too far. This allowed the reserve German cavalry and emergency forces
to surround and isolate the Russian 22nd, 24th, and 79th
Reserve divisions. After two more turns, the Russian’s were completely
encircled and eliminated. The encircling forces then moved south the lay siege
to the Russian 10th Army as it tried to scrape together a defense in
Warsaw.
| The Russian 2nd Army is surrounded |
| The Germans then press the Warsaw defenses |
By October, the only field-worthy force – the Russian 1st
Army – had been stopped short by the German 8th and both armies had
exhausted their offensive capabilities. With more than 100 VPs in the German
favor, I conceded the game to a decisive German victory.
Here’s a snapshot of the losses at game’s end. The top row
are those forces surrounded and eliminated in one single encirclement. A bloody
battle indeed.

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