Tuesday 21 March 2017

Orsha 1944 - Part Two - the map

After going to a funeral in the afternoon from a frustrating morning designing reports in Microsoft Access (ouch!) I've settled to some re-basing. Bored with removing figures from tatty bases I thought it a nice break to think a little more about the Orsha scenario. It seemed sensible to start with the battlefield, especially as Osprey provided a nice map diagram:
 
I thought it might be useful to take a look at Google Earth, just to see how the map compared, and quite surprisingly not much has changed:
 
What was needed next was to create a grid to place suitable terrain into. It seems that nowadays I do everything, by choice, on an IPad and leave the laptop alone. Whilst the iPad is good for lots of things, it has been a little fiddly creating the map. The main features that needed to be included were the dense woods to the North, the city of Orsha in the central Southern sector, and the main Minsk highway - the key objective of the Russian attack. I also included the lake, as it was the location of a localized German counterattack on the second day of the battle. Here's the map:
 
Rommel is played on a gridded area, with each square being about one kilometer in size. The map in the Osprey book lacked a scale, which I thought was quite poor, however the terrain features seemed to fit quite nicely onto the grid. The Minsk highway runs nicely through the middle of the map giving a clear direction and set of objectives for the Russian player to play for. Likewise, the German defensive lines sit nicely astride the map, for three German divisions to defend. Next job is to think about the forces involved.

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