AXIS CRIMEAN CAMPAIGN 1941-1942 by Joni Nuutinen

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Plans for Operation Barbarossa ignored Crimean Peninsula but after the Soviet Air Force from Sevastopol attacked oil fields in Romania, the Axis Powers had to seize Crimea. The first attempt to break through the Perekop Isthmus to Crimea was interrupted by the Soviet Counterattack breaking through a Romanian sector of the main front line. This distraction allowed Soviet Navy to evacuate Coastal Army from Odessa to Sevastopol, ending Axis dreams of a quick campaign. After seizing most of the Peninsula the Axis attacks on Sevastopol were interrupted by the Soviet landings around the Peninsula.







Taking place from: 1941-09
Map size: 2000 = 50 x 40
Specials: Multiple AI landings. Railway guns.
Released: 2018-12

WELCOME:

Plans for Operation Barbarossa ignored the Crimean Peninsula, but after the Soviet Air Force operating from Sevastopol attacked critical oil fields in Romania, the Germans quickly changed their minds and decided to seize the Crimea. The first attempt to break through the Perekop Isthmus to the Crimea Peninsula was interrupted by the Soviet counterattack, with the Red Army breaking a Romanian sector of the main front line. This distraction allowed the Soviet Navy to evacuate their Coastal Army from Odessa to Sevastopol, crushing German dreams of quick victory in the area. And if getting through the Perekop Isthmus required two attempts, the Axis forces faced the same exact frustration when trying to wrestle control of Sevastopol. After seizing most of the Crimean Peninsula, German offensives against Sevastopol were interrupted, multiple times, by the Red Army making amphibious landings in the rear.

You must take over the command of the German 11th Army from Erich von Manstein and advance as effectively as possible while reacting to all the Soviet countermeasures.

Unique points of the scenario: German railway gun units: multiple enemy landings.

VICTORY CONDITIONS:

The object of the game is to control the entire Crimean Peninsula and all the 130 Victory Points (gained from cities).

QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings, or via the four round buttons in the upper-left corner of the gaming view. Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zoom buttons (Z) are located on upper-left corner. Combat core concepts: adjacent units critically support each other in battle: encircling is often more efficient than using brute-force direct attacks. TMP-system: By controlling Key Tactical Locations (green diamonds), you will gain TMPs (Tactical Move Points), which can be used to move between two hexagons sharing Tactical Route (yellow-green arrow between the hexagons) without losing regular MPs.

CAMPAIGN NOTES:

Victory Conditions: Control the entire Crimean Peninsula and all the 130 Victory Points (VPs), which are gained from cities.

In addition of the actual advance into Crimea this campaign also includes the Soviet counterattack near Meritopol (which disrupted the initial German push towards Crimea) and multiple Soviet landings (some successful, some not) on the Axis held area.

The first German attack towards Crimean Peninsula was interrupted by a Soviet Counterattack pushing through Romanian front line located more towards Rostov, forcing Germans clea this threat first.

Historically Soviet Red Army carried out HANDFUL of landings behind Axis lines to take off the pressure from sieged Sevastopol. Some of these landings were successful and well known, but failed and mostly forgotten. In addition, the location of these landings might vary to prevent players from learning where and when landings take place and counter them by stockpiling units next to the landing to finish them instantly.

Artillery units are presented as various railway guns and therefore can only move via the railway network (and therefore it consumes Railway MPs (RMPs)).

Special terrain: Railway bridge between Simferopol and Melitopol has been marked on the map as swamp hexagon with double river.

German 22nd Panzer Division arrives earlier than historically to balance out the fact that German 11th Army later lost some of the units (they were assigned to other armies advancing east) it had available at the very early stages of this campaign.

The time scale is bent in order to fit Soviet Counter attack, Soviet Landings, etc. in the map scale to keep the game engaging.

The city of Nova has been exceptionally made an Axis Supply City to reduce length of supply route calculations, which can get exhausting under certain conditions.

Bridges are shown as railways (instead of roads) for memory saving reasons.



Scenario Specific documentation that includes links to more generic documentation on how the game series and the underlying game engine works.

To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores.



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