Kursk-Orel singleplayer beta - UPDATED 3/2
Posted: Tue Jan 21, 2014 5:00 am
BETA is over and the two versions of this scenario have been uploaded to the community scenarios page. But feedback and comments are as always still welcome
Hi folks
This scenario covers the fighting in the Orel and Kursk salients in July 1943. Its singleplayer, and as always I've tried to make it as hard as possible while sticking to historical forces and areas of deployment.
The scenario differs quite a bit from previous versions of this battle ("Zitadelle" in Red Turn and the two community "Kursk" ones). The biggest difference is the inclusion of the Orel Salient. The player will not only have to breach into the Kursk Salient - but also defend against massive Soviet attacks into the northern flank of the Orel Salient.
NEWEST (and final) VERSION 1.06: Uploaded to community scenarios page http://unityofcommand.net/cs/view.php?sid=134
VERSION 1.00: Uploaded to community scenarios page (http://unityofcommand.net/cs/view.php?sid=132 )
Changes made for 22/1:
--Added objectvies in the Orel Salient. Its not something I've done before (objectives behind friendly lines) - But in the many tests I've made it works like a charm. This was done because in the previous version 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
--Tweaked AI
Changes made for 26/1:
--Added German Re-inforcements
----198.ID (5 steps, veteran, Turn 2 by Kharkov)
----253.ID (5 steps, veteran, Turn 4 by Bryansk)
----95.ID (5 steps, veteran, Turn 6 by Bryansk)
----20.PG (5 steps, StuGIII, veteran, Turn 6 by Bryansk)
--Added player prestige: 200
--Added German OKH Reserve
----5.SS (5 steps, StuGIII, elite, Turn 3 by Kharkov, cost 200)
----23.PD (4 steps, elite. Turn 3 by Kharkov, cost 200)
--Spelling/naming corrections
Changes made for 29/1:
--AI tweaks by Alexandrovka and Ponyri
--Bridge added south of Alexandrovka to add a (theoretical) threat from this area
--Static Unit added south of Kaluga bridge
Changes made for 3/2:
--Many tweaks to the AI
--Added and changed some specialists for the Soviets. Some for balance and some for realism.
--Changed supply setup - major change
--Changed objective turn conditions for Alexandrovka and Kursk
--Added static unit to Tula
SCENARIO NOTES:
1. 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.
2. The Orel Salient has its main supply source from a hex just east of Bryansk. This was done to simulate the disastrous supply effects a Soviet incursion into this supply route would have had on forces further east. (This is no longer true for the newest version)
3. The Soviet forces inside the Kursk salient have recieved a "fallback line" - in effect almost doubling the infantry corps in the salient. This was done to simulate the massive (and deep) defensive works that was constructed in these areas.
4. I have used abbreviations for naming Soviet units (like its done in the base game and dlcs). I usually spell things out as far as there is room for it. But because of the many Soviet armies that were crammed together at this time I had to do it this way to keep things straight in my own head while making the scenario.
5. There are two ficticious units east of the Kursk Salient. They are there to prevent "gamey" rushes behind the salient.
6. Historically the Soviet offensives into the Orel Salient did not start until July 12th (turn 2). Sadly there 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.
Hi folks
This scenario covers the fighting in the Orel and Kursk salients in July 1943. Its singleplayer, and as always I've tried to make it as hard as possible while sticking to historical forces and areas of deployment.
The scenario differs quite a bit from previous versions of this battle ("Zitadelle" in Red Turn and the two community "Kursk" ones). The biggest difference is the inclusion of the Orel Salient. The player will not only have to breach into the Kursk Salient - but also defend against massive Soviet attacks into the northern flank of the Orel Salient.
NEWEST (and final) VERSION 1.06: Uploaded to community scenarios page http://unityofcommand.net/cs/view.php?sid=134
VERSION 1.00: Uploaded to community scenarios page (http://unityofcommand.net/cs/view.php?sid=132 )
Changes made for 22/1:
--Added objectvies in the Orel Salient. Its not something I've done before (objectives behind friendly lines) - But in the many tests I've made it works like a charm. This was done because in the previous version 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
--Tweaked AI
Changes made for 26/1:
--Added German Re-inforcements
----198.ID (5 steps, veteran, Turn 2 by Kharkov)
----253.ID (5 steps, veteran, Turn 4 by Bryansk)
----95.ID (5 steps, veteran, Turn 6 by Bryansk)
----20.PG (5 steps, StuGIII, veteran, Turn 6 by Bryansk)
--Added player prestige: 200
--Added German OKH Reserve
----5.SS (5 steps, StuGIII, elite, Turn 3 by Kharkov, cost 200)
----23.PD (4 steps, elite. Turn 3 by Kharkov, cost 200)
--Spelling/naming corrections
Changes made for 29/1:
--AI tweaks by Alexandrovka and Ponyri
--Bridge added south of Alexandrovka to add a (theoretical) threat from this area
--Static Unit added south of Kaluga bridge
Changes made for 3/2:
--Many tweaks to the AI
--Added and changed some specialists for the Soviets. Some for balance and some for realism.
--Changed supply setup - major change
--Changed objective turn conditions for Alexandrovka and Kursk
--Added static unit to Tula
SCENARIO NOTES:
1. 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.
2. The Orel Salient has its main supply source from a hex just east of Bryansk. This was done to simulate the disastrous supply effects a Soviet incursion into this supply route would have had on forces further east. (This is no longer true for the newest version)
3. The Soviet forces inside the Kursk salient have recieved a "fallback line" - in effect almost doubling the infantry corps in the salient. This was done to simulate the massive (and deep) defensive works that was constructed in these areas.
4. I have used abbreviations for naming Soviet units (like its done in the base game and dlcs). I usually spell things out as far as there is room for it. But because of the many Soviet armies that were crammed together at this time I had to do it this way to keep things straight in my own head while making the scenario.
5. There are two ficticious units east of the Kursk Salient. They are there to prevent "gamey" rushes behind the salient.
6. Historically the Soviet offensives into the Orel Salient did not start until July 12th (turn 2). Sadly there 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.