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#0202_08s_Kharkov '43 Grand Campaign_Variant_1 - PzC 19 Kharkov 43

#0202_08s_Kharkov '43 Grand Campaign_Variant_1 Image
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#0202_08s_Kharkov '43 Grand Campaign_Variant_1

By David Freer & Eric Baker
Axis 2 - 4 - 1 Russia
Rating: 8.77 (7)
Games Played: 7
SM: 10
Turns: 449
Type: Custom
First Side: Axis
Second Side: Russia
Downloads: 411

The Kharkov '43 Grand Campaign - Feb 2nd to Mar 18th, 1943. Flushed with the success of the victory at Stalingrad, Stavka launched Operation Gallop/Star on the day the Paulus surrendered 6th Army in ignominy. The Soviet operation was hurriedly pulled together from the march to take advantage of the perceived disarray of the Axis forces. The Soviet operation's were almost completely successful in capturing Kharkov and reaching the Dnepr River. Confronted with an unprecedented Soviet breakthrough, Manstein pulled off one of the greatest military reversals by launching a counter offensive that destroyed the bulk of South Western Front and then wrested both Kharkov & Belgorod off Voronezh Front. Even more amazing is the fact this was achieved with minimal new forces, but rather formations that had been engaged in combat for months. (Size, Campaign Game) *Please see the Kharkov '43 Grand Campaign notes for information on victory determination and other changes.* Variant_1 : After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result. The included files are : #0202_08s_Kharkov '43 Grand Campaign_Variant_1 PDT Kharkov43_Variant OOB Kharkov43_Variant Read Me Kharkov ’43 Variant 1 Notes The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a Change Log : Initial Release : 1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes. 2. PDT File : Bunker probability is .5% 3. PDT File : Night move disruption is set at 60%. 4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value. 5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below) 6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly. 7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire. 8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages. 9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality. 10. Scenario : No German reinforcements by rail 11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th & 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize. 12. Scenario : German 7th, 19th & 27th Panzer Divisions have been fixed for the first day. 13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength. 14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve. 15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.

Player Voting Stats
Member Balance Enjoyment
Indragnir's ProfileIndragnir Well Balanced 8
zorak's Profilezorak Well Balanced 7
von Nev's Profilevon Nev Slightly Pro Axis 8
burroughs's Profileburroughs Well Balanced 10
herr_oberst's Profileherr_oberst Well Balanced 8
Gaming Records
1st Side Player 2nd Side Player Result Score
Axis PIOLIN03's Profile PIOLIN03 vs. BletchleyGeek BletchleyGeek's Profile Russia Draw 100 100
Axis Fortynslow's Profile Fortynslow vs. fabiominatti fabiominatti's Profile Russia Axis Major Victory 180 20
Axis larsonney's Profile larsonney vs. steve steve's Profile Russia Axis Major Victory 180 20
Russia fabiominatti's Profile fabiominatti vs. herr_oberst herr_oberst's Profile Axis Russia Major Victory 180 20
Russia burroughs's Profile burroughs vs. Many Mariuses Many Mariuses's Profile Axis Draw 100 100
von Nev
1st Lieutenant
von Nev Sat May 07, 2016 10:02 pm
The Germans will hold the advantage is they withdraw early and concentrate for a counterattack.
burroughs
Lieutenant General
burroughs Mon Oct 24, 2016 7:45 pm
You need to play that perhaps as a team game to get the best experience possible, but then remember to play it quick and acquire no more than four participant tops. Otherwise it's a recipe for disaster - the disaster at the Donets.