Sketch of the Boredatwork version of Kursk.
Posted: Sun May 01, 2011 6:31 pm
Having played most of your campaign now it is generally playable, and enjoyable - but it does very much feel like PGlite.Rudankort wrote:Having said all that, although redoing Kursk in 2x bigger size and with 2x more units is probably not an option at this point (because the size of the core effects all scens in the campaign, not just one scen), I have nothing against tweaking it - changing terrain, maybe adding one more line of defense, adding some more auxiliary units. This battle MAY need this because it has several separate fronts, and so, as I said above, simplification and averaging of units may not work so well here. You can even make your own version of Kursk and post it here - then we can see what people think about it.
However in the hopes that things like AI, scenario reinforcements and victory conditions can have some flexibility for scenario designers who want to go bigger I decided to illustrate what I had envisioned as my ideal PG follow on campaign (ie apply similar size/orientation/scope changes to all battles to make them more dynamic without, hopefully, loosing their historical trappings.)
Being extremely busy at work this spring this is far from a playable scenario atm - it's more the scenario builder equivalent of a sketch but for illustrative purposes it should be sufficient. Please note the Russian units are representative of both starting units and mid game reinforcements. Sometime after launch I'll go back and remake it as an actual scenario.
The point being to illustrate that increasing the size (35x60) vs. (25x40PG) is not merely scaling up "more of the same." Yes the breakthrough front isn't all that different from PG but the extra space is being used so that it's impossible just to line up forces from one side of the map to the other. While your core force is taking out the salient, soviet reserves instead of point defending the objectives are lauching substantial counter attacks, both from within the saliant as well as to the north against Orel and Bryansk, and the south against Belgorad and Kharkov.
Ideally scenario victory conditions would be take and hold all objectives until the end of the scenario for a major victory or hold the 4 starting objectives for a minor victory. Ideally you would be able to assign non-city deployment hexes for the russian player so his forces pour in from the entire east edge, as opposed to spawning around cities. The core force would be around 50 units, compared to 43 in the original - the bulk of the balance being required to stiffen the fronts around Orel/Belgorad.
This changes the make up of the scenario from being a straight slogging match against time, to being a juggling match between how much of your core you assign to the drive on the objectives and hopefully pinch off the salient, versus how much has to be assigned to guard the flanks and hopefully hold the line until the salient is secured and the bulk of your core can be redeployed to the east.
PS I used german flags to make the "front line" clearer. The blue chevrons indicate where the German player will have to divert forces to defend while clearing out the saliant with others.

