An Introduction to Kharkov (Full Version)

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Erik Rutins -> An Introduction to Kharkov (5/1/2008 3:04:14 AM)

The following is an introduction to Kharkov: Disaster on the Donets, written by the design and development team at SSG. It covers some of the key features and improvements to this new successor to the Decisive Battles and Battlefront systems.

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What is Kharkov?

Kharkov is a blend of our Decisive Battles and Battlefront systems, together with some important new features. The Kharkov system can be used to make battles at either regimental or battalion scale and is therefore a successor to both Battlefront and the Decisive Battles systems.

What does the game cover?

The game covers the doomed Russian counter offensive at Kharkov between May 12th and May 28th, 1942. The Red Army’s offensive was intended by Stalin to crush the fascist invaders, and start the process of their eviction from all Russian territory. The battle started well for the Red Army and some substantial territorial gains were made. However, the inconvenient and unknown presence of two fresh Panzer divisions in Kharkov itself, combined with Stalin’s willful refusal to admit reality, led ultimately to a recreation of the dismal encirclements of the previous year, and opened the door for Army Group South’s drive on Voronezh and ultimately on Stalingrad.

The battle is definitely fun for both sides. The Russian start the game with enormous combat power and can make life very difficulty for the Axis defenders, especially with Russian cavalry regiments free to roam through lightly defended areas behind the front and powerful Tank Brigades poised to exploit breakthroughs. Unfortunately for the Russians, the Germans were planning an offensive of their own on the Russian southern flank, and this kicks off on the fifth day of the battle. Provided the Axis defenders have managed to prevent disaster during the initial Russian push, they then get to mount a powerful attack of their own, and it is the Russian’s turn to scramble in defence.

What are the main design innovations?

A fundamental problem in wargame design is the iron grip of hindsight. The player knows, or can easily find out, what happened in the course of the historical battle that we are trying to recreate. Hindsight allows him to perform many actions that his historical counterpart could never do. Quiet sectors of the front can be completely stripped of men, leaving large sectors guarded only by historical knowledge. Orders from Hitler or Stalin, historically disregarded at extreme peril, can be safely ignored.

There are two solutions to the problem. One involves erasing your memories of the battle and frankly we don’t have the technology and in any case we’re not confident of speedy regulatory approval even if we did.

Our second solution lies with the twin innovations of Areas of Operations and Mystery Variants. With Areas of Operations (AOs) all units in each formation in the game are prevented from moving outside the AO designated by the scenario designer. While our previous games tied a formation’s Attack Supply to its HQ, and imposed penalties for HQ movement, a determined player could still uproot a formation from its proper place in the front line and send it halfway across the map to fight elsewhere. With the AO system, this simply can’t happen.

How Does the AO System Work?

To illustrate, let’s consider the Russian 21st and 23rd Tank Corps, which are part of the Russian 6th Army and which start the game in reserve behind the front lines south of Kharkov. Their task was to exploit holes in the Axis defences created by the 6th Army’s infantry formations and form the southern pincer of the drive on Kharkov. With no AO restrictions, you can undertake a number of ahistorical and unmilitary operations with them.

Firstly, you could throw them immediately into the breakthrough battle, even though the Russian orders were to wait for the infantry to create the breakthrough. Secondly, and even more drastically, you could dash off a short (and surely suicidal) note to Stalin informing him that his cherished summer offensive was cancelled because you ‘knew’ that the Axis would be up to something bad on the southern front five days from now and you were moving all his precious Tank Brigades south to meet the looming threat (that only you knew about).

The AO restrictions prevent both of these undesirable eventualities, but naturally these AO restrictions work both ways. Just as the Russian player can’t strip his front lines to pile units in the way of the Axis, the Axis are prevented from doing the same to block the Russian thrusts on Kharkov. Instead, both players must solve the problems they face with the forces that they have to hand as best they can, just like their historical counterparts, while still retaining militarily sensible defences in other sectors of the front.

Naturally, the AOs change with circumstances and time. In our example, the Tank Brigades will have a much expanded AO the turn after the infantry formations capture two designated objectives, or on Turn 5 regardless of the infantry’s progress. So if your infantry does well you are rewarded by the early release of the Tank Brigades but if they are blocked then the tanks will eventually show up to try and force the issue.

In general, AO restrictions are eased over time. Also, reserve formations, especially those off map at the start of the battle, or alert formations released if the enemy captures important objectives, will have wide AOs so that they can perform their historical role as fire brigades, plugging gaps or countering breakthroughs.

What Do the Mystery Variants Do?

Gamers, being gamers, will naturally try to exploit the system. What is to stop them from learning the other side’s AOs and exploiting that knowledge? This is where the Mystery Variants come in. Each side has ten Mystery Variants. In each variant, each formation could have a different AO, or different timing on an existing AO. In general, these variations will enlarge AOs over those found in the Historical Scenario, so you will never be sure of where enemy forces have been ordered to go and you will be unable to base your actions on the AOs found in the Historical Scenario.

Some variants are combinations of changes found in other variants so even if you work out that one enemy formation has new orders, you won’t be sure that other formations haven’t been given similar freedom.

The result of the Mystery Variants is to more or less eliminate the benefit of hindsight (without messy surgery or experimental drugs). You will have to react to events as they unfold and make sensible decisions for all your forces. For instance, the northern sector of the battlefield is normally quiet for both sides. However, one or more variants will allow a subsidiary Russian drive on Belgorod. If all the German defenders have migrated as far south as possible to help out at Kharkov then the results could be very embarrassing for the Axis player.

(continued...)




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:05:31 AM)

So How Does the System Work?

You can choose to play the Historical Scenario or the Mystery Variants at startup. Similarly, use of the AOs is optional, although highly recommended. Lets take one of the Russian Tank Brigades mentioned above as our example.

On the first turn, the 23rd Tank Brigade has a very restricted AO, as shown by this screen shot. The area in which the formation is prohibited from moving is shown in red (and it’s almost all of the map).



[image]local://upfiles/9/B6B1A6D2BB0548FF89CE8624719CE969.jpg[/image]




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:06:18 AM)

To find out more about the AOs we go to the HQ for the formation. This HQ is the 23rd Tank Corps and it is shown below.

These graphics are not final, but the row of buttons in the top panel shows that the current AO applies from Turn1 to Turn 4. If we click on the second small green button (immediately to the right of the small highlighted green button), we get a different picture. Don’t worry, we are going to improve the graphics for the little buttons.

[image]local://upfiles/9/57B4D569D582429CAA081AE560F65E45.jpg[/image]




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:07:15 AM)


On the map, we can see that the new AO is much larger, and it actually extends outside of this screen shot. The two Russian flags on the map, behind the German lines, indicate the objectives that must be held in order to enable this larger AO.



[image]local://upfiles/9/FD3A09376424480684566DF8F7AB58E9.jpg[/image]




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:08:34 AM)

Looking at the HQ picture below, we can see that there is the numeral ‘2’ next to the Russian flag. This means that the AO can be achieved by taking 2 objectives, indicated on the map by the Russian flags. So the deal for 23rd Tank Brigade is as follows. For Turns 1 to 4, its AO is very restricted, and is greatly expanded on Turn 5. However, if the two objectives indicated by the Russian flag are taken, then the extended AO becomes available the turn after the objectives are taken which could enable the early release of the Tank Brigades.



[image]local://upfiles/9/CF2280B921DD49F2892D787380565840.jpg[/image]




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:09:14 AM)

So What Does It All Mean?

For some time now, we have been adding design elements that simultaneously enhance realism and excitement. The closer coupling of units to their HQs and the provision of attack supply through HQs has enforced a more realistic tempo of operations, as units can no longer attack every day. Now, the combination of AOs and Mystery Variants restricts the location of operations as well as the tempo, while at same time increasing uncertainty and tension by removing the dead hand of hindsight.

The new system has many benefits. The AOs act as a battle plan, leaving the implementation up to you. At the start of a scenario, you will know exactly what you have to do, and which forces have been allocated to achieve your objectives. You won’t know what your opponents orders are, or where his forces are allocated, which prevents scripted openings and greatly enhances the excitement of the game in both single player and PBEM games. You are now much closer to stepping into the shoes of your historical counterpart than you have ever been before.

Further Design Changes

We have made a number of other changes from the Battlefront/DB design, and these are listed below.

Discontigous Combat Tables

Military operations, like so much in life, are subject to diminishing returns. We have changed the CRT system so that, especially at higher odds, not every odds level needs to be listed in the CRT. For instance, the next odds column after 5:1 might be 8:1 and the one after that 12:1. Naturally, if you don’t have the numbers to reach the next odds column, then the odds will be rounded down. This allows us to make a meaningful distinction between each odds column and is a reminder that sometimes adding a few more troops to an assault will make no difference whatsoever to the outcome, and you just have to take the result as is.




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:10:07 AM)

Direct Attack

We have removed the mechanism for ranged Direct Fire in attack and replaced it with a simpler system. Now units are rated for Direct Attack shown by a yellow dice on the unit information panel.

The II/201 Panzer Regiment shown below has a yellow dice showing a ‘4’ on its attack bar. This is its Direct Attack factor. For any melee combat, all friendly stacks that are adjacent to the defender and could gain a tactical shift, will contribute their best Direct Attack factor to the combat. Each stack can only make one contribution per combat. This contribution is in the form of a dice roll in the combat. If the dice roll is equal to or better than the Direct Attack factor then the Direct Attack will cause an additional step loss, over and above any caused by the actual CRT result.

You can find the Direct Attack factor as the DF Attack entry in the Edit Combat Units section of the Editor.


[image]local://upfiles/9/EDF15D85A16F4054A4DB6753DD90BF91.jpg[/image]




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 3:10:40 AM)

Strongpoints Improved
A Direct Fire Defense value (DF Defense) can be assigned to any strongpoint.

Supply System Simplified
In order to simplify the system and make life easier for the player, we have removed the Supply Trucks from the system. Now, HQs give Defensive Supply to any unit, belonging the HQs country, within their command range, regardless of whether the units belong to the HQ or not.

Units get Attack Supply from their immediate HQ, or any HQ subordinate to their HQ that belongs to their country. So in Kharkov, there are three countries on the Axis side; Germany, Romania and Hungary and HQs will only supply their own countries.

To be in supply, HQs themselves must trace a supply line of any length to a Supply Source, typically on the map edge. Supply Sources can supply a single country or an entire side, at the choice of the scenario designer.

Movement System Simplified
We have removed the system of Reserve OPs and Extended Movement and replaced it with a simplified system. Units now get a basic movement allowance which is increased, often substantially, if the unit is command range of their HQ at the start of the turn. Units outside of command range will find that their movement is quite restricted. Remember, if you are careless enough to lose your HQ in combat then there will be at least a one turn delay before it can be back on the map again, so avoid careless errors. HQs do have strong survival instincts though, and can only be spotted by an enemy unit that is adjacent to them, regardless of terrain or recon bonuses.

You will find this function in the Editor as OPs Resupply % in the Edit HQs screen.

Other HQ Changes
HQs can now hand out a large range of bonuses to their units. Two new additions to their functions include a modifier to Indirect Fire and a modifier to Direct Attack. These bonuses, up to +2 for both are quite significant. For example, the Russian 21st Army HQ near Kharkov has a +1 bonus to Indirect Fire. This happy state only lasts for the first three turns, and reflects the added power of Russian artillery at the start of a set piece battle, when the guns are ranged, the targets plotted and ammunition stockpiled.

You will find these functions in the Editor as IF Bonus and DF Bonus in the Edit HQs screen.

Hedgehogs
We have added the ability to create a Hedgehog to the game. Hedgehogs can be thought of as a step beyond entrenchments, and a unit cannot hedgehog unless it already entrenched. As with entrenchments, not all units can create a hedgehog. A hedgehog has the same type of bonuses as entrenchment, though obviously these would be better than those of a standard entrenchment.

The exception is an entry called OP Penalty Bonus, which determines how many steps the unit will notionally deduct from its real strength when working out the OP penalty that it exerts over the surrounding hexes. This is to reflect the fact that a hedgehogged unit has organised itself for all round defence rather than linearly, and thus is less capable of restricting enemy movement.

You can find the entry for this in the Entrenchment Rules section of Country Data in the Editor.




Ola Berli -> RE: An Introduction to Kharkov (5/1/2008 6:46:31 AM)

This looks Good! Certainly a title I will pick up.




R.E.LEE -> RE: An Introduction to Kharkov (5/1/2008 9:43:13 AM)

Wow you did it again solid games i own 3,and they are good 2 go when released.




WhiteOwl -> RE: An Introduction to Kharkov (5/1/2008 3:30:53 PM)

Erik,

Any news on the scenario creation front? Battlefront wasn't very successful there, specifically with regards to creating AI scenarios. There has not been a single battle with an AI created for BF, while there are enough created for BiI to last a few lifetimes...

Cheers




sol_invictus -> RE: An Introduction to Kharkov (5/1/2008 3:51:20 PM)

Sounds promising.




HansBolter -> RE: An Introduction to Kharkov (5/1/2008 4:32:45 PM)

Erik,

Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!

Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.

If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.




Gregor_SSG -> RE: An Introduction to Kharkov (5/1/2008 4:38:48 PM)


quote:

ORIGINAL: HansBolter

Erik,

Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!

Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.

If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.


The ingame capacity hasn't changed, but we have done a much better job with the manual and produced a quick reference guide that will really help. When I say we, I really mean long time supporter Chris Merchant, who has done a ton of work in this area.

Gregor




jhdeerslayer -> RE: An Introduction to Kharkov (5/1/2008 4:40:43 PM)


quote:

ORIGINAL: HansBolter

Erik,

Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!

Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.

If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.


Tool tips would be awesome on top of the other interesting additions/changes.




HansBolter -> RE: An Introduction to Kharkov (5/1/2008 5:36:13 PM)


quote:

ORIGINAL: Gregor_SSG


quote:

ORIGINAL: HansBolter

Erik,

Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!

Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.

If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.


The ingame capacity hasn't changed, but we have done a much better job with the manual and produced a quick reference guide that will really help. When I say we, I really mean long time supporter Chris Merchant, who has done a ton of work in this area.

Gregor


I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]

Why do you guys keep resisting updating this engine to modern game standards? Probably because we customers continue buying it anyway. Are we going to have to start boycotting the product to get you to do the right thing? Come on, I SHOULDN'T have to be beseeching you over this.




HercMighty -> RE: An Introduction to Kharkov (5/1/2008 5:42:47 PM)


quote:

ORIGINAL: HansBolter

Why do you guys keep resisting updating this engine to modern game standards? Probably because we customers continue buying it anyway. Are we going to have to start boycotting the product to get you to do the right thing? Come on, I SHOULDN'T have to be beseeching you over this.



I'm passing, I've bought all the titles till now and it just isn't worth it anymore.




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 5:48:03 PM)


quote:

ORIGINAL: HansBolter
I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]


Have a look at the quick reference card, I just posted a preview. It's actually quite handy and I've found it easier to get up to speed with Kharkov vs. previous SSG titles just by printing it out and having it nearby.




HansBolter -> RE: An Introduction to Kharkov (5/1/2008 6:17:46 PM)


quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: HansBolter
I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]


Have a look at the quick reference card, I just posted a preview. It's actually quite handy and I've found it easier to get up to speed with Kharkov vs. previous SSG titles just by printing it out and having it nearby.




Thanks Erik. It does look informative. Is it in fact a "card"? Something printed on heavy "card" paper stock that will be included in the game or ist it a PDF that I will have to print onto a flimsy piece of paper that will get lost amidst all the other flimsy pieces of paper stacked around my computer? If it is a PDF, calling it a "card" is a bit misleading.

Sorry if I'm being pedantic about this and I DO appreciate that SOME effort, no matter how small, is being made to address what is just about the only serious shortcoming of a what I consider to be the best "boardgame on a computer" game series on the market.

I guess the only answer is to tape it to the wall near the computer.................but I won't stop reminding you guys this is something I SHOULDN'T have to do!

One last bit of effort is all that is required to take this series to top and make it perfect.




Erik Rutins -> RE: An Introduction to Kharkov (5/1/2008 6:20:29 PM)


quote:

ORIGINAL: HansBolter
Thanks Erik. It does look informative. Is it in fact a "card"? Something printed on heavy "card" paper stock that will be included in the game or ist it a PDF that I will have to print onto a flimsy piece of paper that will get lost amidst all the other flimsy pieces of paper stacked around my computer? If it is a PDF, calling it a "card" is a bit misleading.


The game comes with a printed manual, but the "card" itself is a PDF that's sized for normal paper. There are two pages, the first is what I showed, the second is a reference to all the hotkeys and such.

Sure, you could print it out and lose it, but printing it out again is easy. [8D]

quote:

Sorry if I'm being pedantic about this and I DO appreciate that SOME effort, no matter how small, is being made to address what is just about the only serious shortcoming of a what I consider to be the best "boardgame on a computer" game series on the market.
I guess the only answer is to tape it to the wall near the computer.................but I won't stop reminding you guys this is something I SHOULDN'T have to do!
One last bit of effort is all that is required to take this series to top and make it perfect.


Understood. I do think this is a better reference than we've had in any previous version though, where you did have to hunt through the manual a bit to find all the relevant info.

Regards,

- Erik




Howard7x -> RE: An Introduction to Kharkov (5/1/2008 8:21:53 PM)

I really like the AO and mystery features, i got so fed up of playing people who knew exactly how to win each scenario. Which to me is why the AI in KK must also be very good and more like BII. Not everyone wants to get wooped by players that know every hex. Im looking forward to this game.




Duck Doc -> RE: An Introduction to Kharkov (5/2/2008 12:11:59 AM)

The re-write of the Battlefront manual was a gratifying improvement.

I would be happy with a manual written in a clear & direct manner explaining in a simple way the rules of the game. Reference cards I can print out will be welcome also.

(See here:

http://www.matrixgames.com/forums/tm.asp?m=1699525 )

If you ever need anyone to help with a manual I offer my services.

Thanks for the change in the movement allowance. I never understood Reserve Operation Points very well although I learned enough to get around the battlefield with a reasonable degree of facility.

I look forward to the game. I am excited about it.




bbriley -> RE: An Introduction to Kharkov (5/3/2008 3:32:13 AM)


quote:

ORIGINAL: Dale H

[snip]

If you ever need anyone to help with a manual I offer my services.

Thanks for the change in the movement allowance. I never understood Reserve Operation Points very well although I learned enough to get around the battlefield with a reasonable degree of facility.

I look forward to the game. I am excited about it.



Unless you can manage your larger Soviet forces at Velikiye Luki than you have been, there is no point to learning yet another game, Comrade General. You are about to be crushed long before you reach the rail line from northern Poland up to Leningrad.

General Hellmut von der Chevallerie
Commander, Kämpfen Sie Gruppe Chevallerie
Reichswehr




LuckyJim1006 -> RE: An Introduction to Kharkov (5/14/2008 10:26:53 PM)

With regard to Reference Cards and the such like I find a laminator and making a 9 year old daughter feel important is quite a good combination.




SS Hauptsturmfuhrer -> RE: An Introduction to Kharkov (10/27/2008 6:03:27 AM)

Variable areas of operations is quite an intelligent design.  This is the first game I've seen that makes real effort to prevent exploits in the original game design rather than doing damage control with patches.

I hate to disagree with some of the gentlemen posting earlier, but I really like the icon designs in this game series.  That said, the card explaining the icons will be heaps of help.  I'm getting the box version ordered this week.  I don't have a credit card so I'm waiting on my friend to get it done.  I truly hope he gets the order off today.




SS Hauptsturmfuhrer -> RE: An Introduction to Kharkov (11/9/2008 1:16:25 PM)

Okay I finally got a copy of this game.  I want to register all 3 of my Decisive Battle games but don't know how.  I looked under members and it said I have to make a new account but I want to use this one.  So what do I have to do to get my games registered without starting up multiple accounts?




Fred98 -> RE: An Introduction to Kharkov (11/9/2008 9:12:23 PM)


quote:

ORIGINAL: SS Hauptsturmfuhrer
So what do I have to do to get my games registered without starting up multiple accounts?



You must log in to you're existing account.

It is different to you're log in for the forums.

-






modrow -> RE: An Introduction to Kharkov (11/9/2008 10:50:19 PM)

Hi all,

not sure whether this is the right place to ask... I hope someone will answer anyhow.

I am quite interested in this game. Actually, I own Korsun Pocket including across the Dnjepr, Battles in Normandy and Battles in Italy, so this may not come as a surprise.

My "problem" is: I never really got into Battles in Normandy and/or Battles in Italy even though I loved across the Dnjepr (and the Ardennes campaign) and will probably play these games a bit more as soon as I got more playing time available (i.e. hopefully around christmas). Right now, WitP takes every shred I got... and I got too little available time anyway...

Consequently, I am not sure whether I should buy this game. It looks terrific, and a lot of the changes mentioned at the beginning of this thread look promising. But I am a bit afraid that it will mainly collect dust, as unfortunately BiN and BiI do.

Finally my questions:

a) Can anyone out there understand/explain why I like Korsun Pocket + Add on more than the sequels ?
b) Can anyone out there give me a hint that may make me understand/like the more recent games better ? I read occasionally their forums, but did not really find the crucial bit of info...
c) Any ideas whether the changes made for this one will make the game more similar to the older titles mentioned above and thus more fun for me?

Thanks for your input

Hartwig




SS Hauptsturmfuhrer -> RE: An Introduction to Kharkov (11/9/2008 11:48:22 PM)

Joe, should I just enter my email address when it asks for an account name when I register my games?


hartwig.modrow, I will try to answer your questions. I noticed in Korsun that the units are lined up on the frontlines and ready to fight with only short tactical movement necessary while reinforcements are moved up. The whole battle area was not so big so it was fairly easy to manage. Kharkov also has the bulk of units near the front and most are ready to fight which reduces the need for moving large numbers of units long distances with a significant danger of making horrible mistakes.

In Normandy and Italy, the battles are more spread out and a lot of very important strategic decisions must be made before moving units into areas where the fighting will be. Moving units long distances before the fighting starts can be risky and requires careful thought. To enjoy deep strategy, I recommend you put yourself in the boots of a general and get to know your units first. In Italy, there are the weak Italians who will surrender without a fight when opposed, as well as the elite Herman Goering division which can counterattack and cause havoc among the invaders. Think about nice places to defend and counterattack from and then put together some nice kampfgruppe fighting units while using weaker Italian units, stiffened with Germans, to hold key points like mountain passes and river crossings. As the allies, think of your troops and tanks slogging through the cold rain and mud to head up mountains bristling with German defences and then try to grind your way through. Good stuff.

Watching some documentaries like the Discovery Channel Battlefield series (Normandy and Italy/Monte Cassino ones) helps to give you a real feel for the fight that happened. To enjoy these Decisive Battle games, get to know your units is most important because you will know their capabilities and will respect and use them with care, and then enjoy thinking about strategic options and finally test them out on the battlefield. It is good fun to do all of this.




modrow -> RE: An Introduction to Kharkov (11/12/2008 9:00:18 PM)


quote:

ORIGINAL: SS Hauptsturmfuhrer

Joe, should I just enter my email address when it asks for an account name when I register my games?


hartwig.modrow, I will try to answer your questions. I noticed in Korsun that the units are lined up on the frontlines and ready to fight with only short tactical movement necessary while reinforcements are moved up. The whole battle area was not so big so it was fairly easy to manage. Kharkov also has the bulk of units near the front and most are ready to fight which reduces the need for moving large numbers of units long distances with a significant danger of making horrible mistakes.

In Normandy and Italy, the battles are more spread out and a lot of very important strategic decisions must be made before moving units into areas where the fighting will be. Moving units long distances before the fighting starts can be risky and requires careful thought. To enjoy deep strategy, I recommend you put yourself in the boots of a general and get to know your units first. In Italy, there are the weak Italians who will surrender without a fight when opposed, as well as the elite Herman Goering division which can counterattack and cause havoc among the invaders. Think about nice places to defend and counterattack from and then put together some nice kampfgruppe fighting units while using weaker Italian units, stiffened with Germans, to hold key points like mountain passes and river crossings. As the allies, think of your troops and tanks slogging through the cold rain and mud to head up mountains bristling with German defences and then try to grind your way through. Good stuff.

Watching some documentaries like the Discovery Channel Battlefield series (Normandy and Italy/Monte Cassino ones) helps to give you a real feel for the fight that happened. To enjoy these Decisive Battle games, get to know your units is most important because you will know their capabilities and will respect and use them with care, and then enjoy thinking about strategic options and finally test them out on the battlefield. It is good fun to do all of this.


Hauptsturmfuhrer,

thanks for your views. I think you may in fact have a valid point I did not notice. Specifically in Battles in Italy now that you mention it I do recall that the shuffling of units needed at the start of the scenario was getting a bit on my nerves...

So maybe I will have a look at this myself in December or so. Till then, I think I'll start by reading the new AAR you jsut started...

Thanks

Hartwig




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