Kursk 1943

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cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Kursk 1943

Unread postby cedonxp » Thu Jul 04, 2013 4:56 pm

New version: 11 turns and a lot more Russian reinforcements http://www.sendspace.com/file/h5wgur. I got rid of the partisans for 2 reasons. 1st the Germans swept the area with anti partisan campaigns before Citadel. Makes sense when you don't want enemy eyes on your troop build up. 2nd because for some reason the partisan feature for the AI drags the AI turn to a very slow crawl until the partisan attacks are done. Anyway, give it a try.
Last edited by cedonxp on Mon Jul 08, 2013 4:07 pm, edited 3 times in total.

cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Re: Kursk 1943

Unread postby cedonxp » Thu Jul 04, 2013 6:45 pm

The northern pincer comprised of units from Army Group Center. Southern pincer Army group South heavily reinforced with SS panzer divisions. Also south of the SS Corps AG Kempf which was to push up parallel to the SS push. Reality the were too slow to help the SS's push to Prokhorovka.

Design notes: The Soviet units historically place more armored units to the northern side of the salient, believing this to be where the main German push was to take place. The AI does a great job of reacting the the southern push in the beta's. The Soviet infantry are are placed around the salient in 2 main lines. I know there were 3-4 lines but I could not fit them in.

The first couple of turns were slow on my machine. One divisions get wiped out the AI get faster. Also had issues with partisans with the AI slowed the game to a crawl. So I removed them.

Please give me some feedback.

Nebulas
Captain
Posts: 22
Joined: Wed Jan 23, 2013 10:54 pm

Re: Kursk 1943

Unread postby Nebulas » Thu Jul 04, 2013 9:16 pm

Good job, i like this scenario!
But please resize the map.
Its usless to have the complett map of europe available.
Simply shrink the map to the scenario/gaming area.

cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Re: Kursk 1943

Unread postby cedonxp » Fri Jul 05, 2013 2:56 pm

Nebulas wrote:Good job, i like this scenario!
But please resize the map.
Its usless to have the complett map of europe available.
Simply shrink the map to the scenario/gaming area.


When I try to use the resize button nothing happens. Can you tell me how to use it properly?

Nebulas
Captain
Posts: 22
Joined: Wed Jan 23, 2013 10:54 pm

Re: Kursk 1943

Unread postby Nebulas » Sat Jul 06, 2013 3:25 pm

Yes, its very simple:
Use the resize button. Click on the side (edge) you want to resize and use the arrow buttons of the keyboard for the direction.
I hope you will get it.

cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Re: Kursk 1943

Unread postby cedonxp » Sat Jul 06, 2013 7:37 pm

Ok made some changes and fixed the scenario map size. Also dug in a lot of the soviet front line infantry and increase soviet reinforcements. Made some other tweaks. http://www.sendspace.com/file/mkz16p

Arctic-Nation
Major
Posts: 65
Joined: Tue Mar 05, 2013 7:10 pm

Re: Kursk 1943

Unread postby Arctic-Nation » Sat Jul 06, 2013 10:40 pm

Very nice scenario. Took me over an hour and a half to finish, got a decisive victory in turn 6. Got a maximum score, too, but no BV for some reason.
It might be a bit too easy actually, I managed to cut off the Kursk salient on turn 3, and half of the units in it had taken a beating already. The AI doesn't really use its massive number of tank divisions to attack, mostly forming defensive lines instead. Only in the north is the situation a bit hectic, but even then I only lost a handful of armour steps. Cut off the salient from the south, push up a few panzer divisions, and everything falls into place. The remaining Soviet forces then huddle around Voronezh, but by then (turn 4) you have so much veteran and elite armour that even a frontal attack cannot fail. I actually tried to cut off Voronezh from the east, but I managed to take the city from the west before the pincers had closed.

Also got the luckiest air assault rolls I've ever seen against me: a veteran SS panzer division, seven plus specialist active steps, in flat terrain, ended up with 5 steps, all suppressed, after only three air attacks. Right next to an enemy unit. Should be a law against that, or something.

Other than that, there's two objectives right next to each other in Voronezh, where one would suffice. A panzer unit just east of Kharkov has a Zrinyi II attached to it. Is there actually a point to objective "bridge 1"? It's in the middle of nowhere and seems to serve no purpose.

cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Re: Kursk 1943

Unread postby cedonxp » Sun Jul 07, 2013 6:05 am

Ok, I might have to boost the fighting abilities of the Soviet forces to make it a bit more challenging. Maybe take the turns down to 9 and 8. I'll start working on a new version.

cedonxp
Second Lieutenant
Posts: 9
Joined: Sun Jun 30, 2013 9:49 am

Re: Kursk 1943

Unread postby cedonxp » Sun Jul 07, 2013 7:03 pm

Boosted Soviet special abilities, entrenchments and troop qualities. Hope that makes it more challenginghttp://www.sendspace.com/file/849f8z

Arctic-Nation
Major
Posts: 65
Joined: Tue Mar 05, 2013 7:10 pm

Re: Kursk 1943

Unread postby Arctic-Nation » Sun Jul 07, 2013 10:05 pm

Took me seven turns to capture Voronezh this time, with all my Panzer divisions bar one intact. I'd recommend you to not be afraid to make it too hard, as it wasn't easy for the Germans, either. Entrench all infantry, give them artillery and antitank guns like Christmas has come early and it's all about explosions. Increase the strength of the mobile reserves, too.


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