Scenario uses Black Turn map and Red Turn units. You will need both these dlcs to play this scenario.
July 5th 1943.
The Germans have concentrated a huge armoured force for their summer offensive; codenamed 'Zitadelle'. The aim of this attack is to cut off the Kursk Bulge. However the Soviets have offensive plans of their own in the form of 'Operation 'Kutuzov'.
After some further testing it became clear that there are a few exploits present in the first version of this scenario. As such I have made some rather big changes. Most importantly with the way the German supply is set up. But a lot of other changes have also been made: AI tweaks, units added, specialists added, Turn limits changed and more... I'm keeping the old version available as these are in essence two different scenarios. I like this newer version alot better though! Enjoy :)
Thanks to Juoc, ComradeP, Mandrake48 and Tomislav for some very helpfull feedback and replays!
The Soviets recieve massive reinforcements on turns 1, 2 and 3.
--Turn 1: Five Tank Corps and Three Infantry Corps in the Kursk Salient
--Turn 2: Two Tank Corps south of Kaluga
--Turn 3: Three Tank Corps, One Cavalry Corps and one Infantry Corps south of Kaluga -- Also three Tank Corps south of Tula.
The Orel Salient has its main supply source just north of Orel. This is neccesary because there is no rail-connection between Bryansk and Orel.
The Soviet forces inside the Kursk salient have recieved a "fallback line" - in effect almost doubling the infantry corps in the salient. This is done to simulate the massive (and deep) defensive works that were constructed in these areas.
I have used abbreviations for naming Soviet units
There are two fictitious (and static) Soviet units east of the Kursk Bulge. They are there to prevent "gamey" rushes behind the bulge.
Historically the Soviet offensives into the Orel Salient did not start until July 12th (turn 2). Sadly there is no way to make the AI "wait" - so the attacks start on turn 1. But the powerfull units do not arrive until turn 2 and 3.
Regarding objectvies in the Orel Salient: Its not something I've done before (objectives behind friendly lines). They were added because in the beta versions of this scenario the player could pretty much loose the entire northern section of the map and still come out with a victory. Not excatly what was intended. Although partisans did not "occupy" the areas in question - there were massive problems with partisans in these areas at the time. As such i find this to be an acceptable work-a-round.