Design question for Roger K.

Discussion relating to Kharkov: Disaster on the Donets

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Design question for Roger K.

Postby The Red Baron » Thu Mar 18, 2010 12:45 pm

Hi Roger,

I was curious about the design philosophy used for Kharkov. I noticed what appears to be only two CRTs for Kharkov: swamp terrain and everything else. In the DB series, SSG used a variety of CRTs, which reflected diminishing returns for the attacker as the terrain became more difficult. What was the thought process behind using only two CRTs with K: DotD? At the very least, I thought combat in major city terrain would result in some tough odds for the attacker; however, the odds are the same for open terrain.
"Never tell a man how to do something; only tell him what to do, and you will be surprised by his ingenuity." - Gen. George S. Patton, Jr.
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Postby Roger Keating » Fri Mar 19, 2010 8:12 am

Ian us the main designer behind Kharkov and the one who decides matters such as CRT's etc.

We did have a number of dicussions over this as well as other points. Our main philosophy is to keep things simple if complexity does not add to the system.

I have directed this to Ian.
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Postby The Red Baron » Fri Mar 19, 2010 12:24 pm

Thanks Roger; just curious.
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Postby hank » Sat Mar 20, 2010 11:36 pm

IMHO, I think at least these four would be appropriate for AtD:

open terrain
forest or dense woods
swamp
urban

I guess you could make forest and swamps have the same movement and attack penalties which would leave you with three.

In AtD, the Prippet Marshes did cause some difficulties to the soldiers.
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Postby Roger Keating » Sun Mar 21, 2010 2:23 pm

These are the CRT's in ATD ...

Fortifications and non combat units have their own.

Fine weather (German and Soviet seperate).
Bad Weather
Swamp
City
Forest

So there are basically five in the game for each side. In our playtesting this seems to be a good mix. The swamps is unforgiving if you play the Germans. You really have to dig the Soviet forces out of them, especially as they have a -2 IF modifier.
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