Hi terminator,
Just played the Kursk 1.00 scenario. I "glanced" at it last time, and this time I played for real. And... WOW
It may have been due to my reckless approach, at least in bits, but this scenario had me hooked the whole time. Only during the final drive I had to take a pause, because I forgot about the "30 damage to tanks" sec. objective. I dind't see many tanks left and I was worried that it may be unachievable already. (I was wrong...

)
The incoming airplanes were a welcomed harassment, and there was always some kind of action. Very well done IMO. This time I have nothing to add, everything worked as it should (but I think the concrete bunker at hill 241.6 didn't attack), the turn limit was good, the 50 RP's were needed, and the mines... always the mines....

The enemy's income was adequate, and the 300 RPs for the supply depot worked like a charm. I mean for me, the whole timing of the scenario went like clockwork.
I had to revise my tactics, of course, because If this was part of a campaign, I would have "elite" repaired my core forces more often, and wouldn't use them as "bait" or even let them be destroyed. But this was so much fun, I didn't mind actually. Also I'd never use conscripts or such weak units usually. But my initial plan was to make them cannon fodder at the beginning (with heavy AT support) to soften up the big tanks and to replace them with marines or heavy infantry later on. This second part of the plan just wasn't needed.
The bottom line: I can recommend this scenario to everyone, it's fun and challenging. A big thanks for this one, very well done!
I'll attach a replay, if interested (this time I checked, I don't know why, but there's something wrong with the enemy plane's movement and attacks around turn 15. I shot them all down by turn 20 or so, except the one on the airfield)
PS: And please don't tell me that the SU-152 wasn't available here either...
