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NEW: Prokhorovka 5: The Historical Battle
11-27-2017, 01:41 AM,
#40
RE: NEW: Prokhorovka 5: The Historical Battle
I'm currently playing two games as the Russians.  Was thinking of an AAR or DAR but don't have the time for it, especially for this monster scenario. Instead I'll post some thoughts I have after 30 turns of play in a head to head game and about 19 turns in a 2x2 team game.

Please note that anything I say negative about the scenario and / or Campaign Series does not take away from my over all rating that this scenario is good as it stands and has the potential to be a classic (such as an item I note that Battle Kat just posted concerning a new update in which the hexes filled with motorcycles have been adjusted allowing for dismount before the Germans arrive to slaughter the loaded units).  As for Campaign Series my profile is incorrect as I have been part of this club way before 2000 (was part of the Leadeaters club) and playing East Front from its inception.  Over this CS "career" I've taken time away, sometimes a few years break at a time, but always come back to this game....

1:  Wondering if the massed loaded trucks and motorcycles, especially for the 2nd Guards Tank Corps and the 2nd Tank Corps was purposeful to allow the Germans to grab some points before the Russian counterattack? I can't update to the latest version in the middle of two games but take heart that this may have been mitigated a little.  It would take a hell of a lot of extra work but would be good if the two corps's units were deployed in traditional defensive positions.

2:  Earl has a point about the masses of artillery and its effect on play-ability. Believe Earl also does away with the lower level HQs such as battalion level.  Campaign Series was never designed for games on this scale but gamers will always try to push it to the extreme.  I think Earl did a good job with his Kursk scenarios and a few of the games I played ended with close to historical results.  That being said I think Alan's effort helps expose some of the weaknesses in the original design (i.e. the artillery discussion) and allows designers to improve the game engine for EF III).    I hope Alan is up for future revisions as this scenario has the potential to be a "capstone" scenario for EF III and I do not suggest removing all the smaller units for playability purposes. If command responsibilities are assigned to Corps Commanders then the game for each commander is more manageable and those 81mm mortars are more significant in the commander's corner of the battlefield.  Even more true for divisional play but doubt there could ever be a team game with that many players).

3:  This scenario is for hardcore gamers only.  Each turn is a significant investment in time.  It takes an average of 20 minutes just to see one side's artillery replay.  This is perfect for a team game but the issue is finding 4-8 players willing to put in the work on a consistent basis.   I find that I only watch the enemy's replay every few turns.  

Wondering if a future version of the game engine could improve play ability by allowing for abstract and quickly viewed battle and artillery reports?  Instead of an either/or replay, either watch each and every unit in your LOS move and fire and sit through movement out of LOS or nothing and forced into watching each and every artillery unit fire there were battle reports by area or unit (artillery strikes on these hexes resulted in so many SP losses, disruptions and disables)?

4: Wondering what the Germans were thinking by attacking north of the Psel River?  Even today, viewing Google maps there are few crossings and any German unit heading in a NE direction would only have a tenuous supply line back the way they came.  No help from the south.  Very ambitious plan to push to the NE then take Hill 252.4 with the under-strength Totenkopf Division.  They must have thought they had the Russians on the ropes and were unaware of the forces waiting for them.

5: I'm on turn 30 in the head to head game and have been successful in repulsing the German push east at the cost of both the 2nd Guards Tank Corps and 2nd Tank Corps being mostly destroyed.  These two corps were able to absorb the attack and push the Germans back to the start line.  I'm about 8 turns into a massive counterattack along the main Prokhorovka railway and highway. I'm surrounding and capturing many German units but the initial cost in units was high and each turn I start around -1000 points.  Slowly but surely I am catching up on points but I note that a Minor Victory is at 4000 points.   This is keeping the game exciting as I'm not sure where the 5000 points will come from as my initial counter attack will run out of steam soon.   Just had two divisions released but now I'm facing the problem the Germans had.  The further I advance, the closer I get to the enemy's artillery.  I'm beginning the slow process of moving my artillery regiments forward.
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RE: NEW: Prokhorovka 5: The Historical Battle - by Cole - 11-27-2017, 01:41 AM

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