Sun 24Aug 2003 | New Scenario Added

Steve Ford, SSG Creative Director, has put together a variant of the main battle from Korsun Pocket. It is a smaller version of the campaign where the German reinforcements are directly tied to Alert Points. It makes for a fast and furious battle! Whilst the game can be played from either side against the AI, Steve suggests that it is best suited to be played as the Germans. And lets not forget that it would make for thrilling play against another human as PBEM.

The scenario can be found under the Scenario link on the menu. To view Steve's design notes relating to this scenario, click on the continue reading link below.

"Design Notes.

One of the flaws in many wargames based on historical events is the fact that reinforcements usually arrive according to a strict historical schedule. However once the game starts it rarely if ever follows the historical script.

While playtesting the Korsun Pocket campaign, Ian Trout and I found that it was common for the the German player to avoid being pocketed and even when they were, it was never at the historical turn equivalent. We all have the benefit of hindsight and no German player makes the same errors that they did in 1944. It was only a lucky break that allowed the Red Army to form the pocket so quickly.

If one reads the historical account of the battle the Russian pincers link up on about turns 8 or 9. With two players of roughly equal ability this is utterly impossible. Axis reinforcments however continue to be rushed to the threatened sector as if the Russians HAD formed the pocket. If one considers the theatre as a whole, the entire eastern front was under such pressure that unless the men at Korsun were really trapped (as actually happened in 1944) the OKW would never have sent so many scarce resources to that sector.

I wanted to play a campaign where the level of German response was directly proportional to the degree of Soviet success. Fortunately the new DB system is so powerful that it was a simple matter to tie all the reinforcing German divisions to Alert towns in the region of the corridor.

Now you might think that the Germans should simply run away and let the Russians come through thereby releasing the Alert divisions. However the alert and victory points are such that it behooves the Germans to delay the Soviets as long as possible. If the Soviets grab their objectives too quickly they will almost certainly win on Points. Also the objectives generate more Axis alert points in the mid-game than during the opening turns. So if the Germans can put up a stout defense and deny the Soviets certain key towns such as Shpola (until turn 8) they will actually get more reinforcements and quicker.

I admit that this scenario does require further playtesting and balancing. Nevertheless I hope you all enjoy it. I take full responsibility for any shortcomings so feel free to vent at my expense on the discussion fora. I have broad shoulders and a thick skin so do your worst!

Steve Ford
August 2003"

Posted by Robjess at August 24, 2003 09:26 PM

Comments

Thank you Steve for your scenario. The premise you describe here is EXACTLY what some of us testers thought to be the case and thereofre look forward to playing this addition.

regards

Posted by: Brubaker on August 25, 2003 09:00 PM

Another addition here.

I have to say, that anyone who is finding the campaign scenario a little too 'easy' as Germans, defending against the reds, will be delighted with this mod. It plays beautifully and the small but significant changes to some of the VL scoring and unit values throws a whole new aspect on the game.

I thought I was defending well as German for a few turns - the AI controlliong the Russians seemed a little more aggressive and more capable of destroying my forts but overall I felt quite confidant. Three turns in and suddenly the AI cut loose. It allowed me plenty of defensive overrun attempts but in the end because my reinforcements were tied to VL's the Russians hadn't yet captured, the attritional battle began to swing decisively against me!

Turn 7 and I am on the run! - something I haven't had to do until now except against a Human opponent. Well done Steve a great addition to the game and dare I say - perhaps the way I envisioned it in the first place.

I look forward to more 'mods' from your trusty keyboard.

regards.

Brubaker

Posted by: Brubaker on August 29, 2003 08:17 PM

Hey thats great Brubaker.. Im sure Steve will be overly pleased that you have found the scenario so good to play. Maybe we should add some script on the scenarios page so ppl can start rating them :)

In terms of balance of this scenario.. Im sure Steve would also appreciate any feedback in terms of 'giggling' things to get the balance right.. did you notice anything that he should look at?

Posted by: robjess on August 30, 2003 09:04 AM

Hi Rob

Continuing to enjoy this campaign. The only changes I would like to see now are some similar in the west to even up that side of the battle as well. Specifically I think:

The western side of the battle could do with a little gigging as well. Historically of course we know that the German 88th Infantry 'shattered' and withdrew north behind the river. Unfortunately in the game as German there isn't a great incentive to do so as your forces are quite strong. I have wondered if the 88th and the 198th division below it had a combination of Alert status in some of their units which allow the Russians to penetrate a little deeper before the Germans can react, this way maybe forcing a German to 'panic' as in real life.

The other aspect to this side of the battle is the german 34th Infantry holding back the mechanised tide. Personally I think the sheer number of stug units that can be brought to bear allow the german quite easily to seal off russian thrusts. As historical as that is unfortunately the german can actually get on top of a 'attritional' contest in that sector where in really it swung the other way (eventually).

My soloution to that would be perhaps to again 'freeze' a couple of the stug units to alert status or similar so that the German frontline itself has to rely on defence instead of aggression to succeed. If the stugs were releases in successiona few turns later they would be used more for deperate counter attacks as opposed to simply crushing the russian spearheads.

One final thought is that partially freezing the north as discussed might actually influence/force the German to move some of those stugs up there to assist which of course would also solve the problem further south.

Thanks for the interest.

Brubaker

Posted by: Brubaker on August 30, 2003 10:49 AM

Ive just finished playing KP as the Germans and found that it was challenging but I was able to hold back the eastern Soviet advance eventually at the first major town I think it was shpola that was when my reinforcements arrived in force and I deployed them SE of Shpola and drove North bagging the whole eastern front. They were isolated and final KIA total 210 soviet to 7 german. I think if I didnt have these reinforcments the soviets would of worn me down.
The Idea of having mjority on alert is a good one but in this I see what Hitler might of been trying to do in letting his forces be surrounded then surrounding the soviets when he allowed the powerfull panzer divisions to be deployed.

Posted by: Robert Kavanagh on September 17, 2003 04:08 AM
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