KP Tutorial - Capturing Radvanovka
My "tutorial" so far has been far more lacking in specifics than I would have liked, so I am expanding on it with this next tutorial that is much smaller in scope. When you fire up the Korsun Pocket full campaign as Russians, make sure that "objective points" are toggled on (the I key) as well as city names (the N key) and you should see Radvanovka at hex 55,31. I neglected to talk about objective points in my prior tutorial, although they are quite self-explanatory. Basically, you get points for capturing objectives and holding objectives, and the number of points that you get depends on what turn the objective is captured or held on. Obviously, the attacker wants to capture objectives as early as possible, while the defender wants to hold them as long as possible. If you click-down on Radvanovka and mouse-over the Russian side symbol while the pop-up window is displayed (keep holding the mouse button), you will see details on how many points this objective is worth. If the Russians capture this point before turn two is over, they get 25 points.
You should be able to capture Radvanovka on turn one. The first order of business is to eliminate the strongpoint at 56,31. If you right click on this hex, you see that tactical shifts are awarded for attacking from the top-right and bottom-right of the hex, but none of the other sides, because of the minefields.
I split the 69th Gd Infantry between the two vulnerable edges and initiated a combat. If I add a single artillery unit to this attack (there is one nearby to the east), I can pad out the combat odds to 7-1 and almost certainly destroy the fortification. However, if you click near the bottom left of the screen where it says "overrun" in yellow, you will see that if the attackers outnumber the defenders 6-1, you will get an overrun attack on this attack--meaning that the attackers won't use up their action points. This is a very good thing as it allows for units to make multiple attacks in one turn, so try cancelling the attack (click exit) and move some more units in place to join the attack. When you have enough units, the combat display will clearly indicate that you are making an overrun attack. Also, with additional attackers, I now see that I am certain to destroy the stronghold with only 5-1 odds (there is a -1 shift) and the artillery isn't even necessary. I'll save the artillery for Radvanovka itself, and simply execute the attack that I already have.
You'll notice that having clicked the red "attack" button, the strongpoint remains in place! This is because the strongpoint has two steps, and you probably only did one step of damage to it (unless you wastefully added more units to the attack.) Fortunately, because the attack was an overrun attack, you can attack again with the same units to finish the job. This time I had 8-1 odds because now the defense value of the defending strongpoint is weakened.
Now Radvanovka is exposed. Right-clicking on it reveals its defenses in detail: the hex contains an infantry unit with defense power 8 and a picket fortification with defense power 5. In this case, the defender has at least 3 steps and is entrenched, so no overrun is possible. This means that we need to ensure there is enough offensive power to hit Radvanovka twice without being able to re-use any of the attackers, and also have some units bringing up the rear who are able to move in to actually ocupy the point. For the purposes of this tutorial, let's bring out the big guns--the 25th Gd Infantry in hex 58,33. You should be able to move all three units up next to Radvanovka. Hunt around for other particularly strong units that you can use to attack--you want the strongest possible to be able to drive the defenders away.
The general idea is to attack with only one unit at first to destroy the picket, and then use the remaining attackers to route the defending infantry. There is plenty of artillery at our disposal, so creating two such attacks should be no problem. Make sure the first attack is certain to destroy the picket, but don't use any more force than you need to--if you can save your strongest forces for the second attack, it will be easier to make the defending force retreat.
In spite of your best efforts, you will probably find that it takes a lucky die roll to drive the defender from Radvanovka on turn 1. I had to take a 50% chance to make it happen. If you manage to clear Radvanovka, try moving a unit in to defend it, or the enemy may re-occupy it next turn (however, to do so would be ill advised, since the Russians can probably surround Radvanovka on turn 2 with a concerted effort, and any forces still defending it would almost certainly be lost.) Making such a movement requires you to use the extended movement button--sacrificing a unit's attack action for the turn to get more movement points instead.
Capturing Radvanovka on turn 1 is possible if you aren't pulling any punches, however in a real game you wouldn't want to use any more forces for the task than are necessary; in fact, you are better off spending the whole of turn 1 clearing strongpoints and not worrying about Radvanovka specifically until turn 2. Think about how you can most effectively allocate your attackers and artillery to do as much damage in turn 1 as possible, and don't be afraid to take some risks--you may find that it's better to have two 66% chances to clear two different strongpoints than to have one 100% chance to clear one of them.