RE: New Kharkov '43 Campaign
That's the same thing I mentioned, the quality fire modifier only applies to positive (A/B quality) percentage modifiers.
Considering the small size of the Soviet battalions, I would suggest testing it with C quality Rifle formations first.
They'll need to pass a lot of Disruption checks to maintain any sort of combat capability, as the small battalion size means more numerous Disruption checks when taking losses.
Increased German firepower combined with decreased Soviet cohesion would quickly make the game difficult to impossible for the Soviets.
Other suggestions:
Increase Clear movement cost to 8 to prevent 2 hex movement for A quality Deployed German infantry. The 2 hex movement is a big deal, and has a significant impact on scenario balance. Removing it would require the German player to think plan moves more carefully and would make it more difficult to redeploy non-mechanized units quickly. C quality infantry can still move from Clear hex to Clear hex and fire when the cost is 8, provided there's no elevation increase between the hexes.
Decrease Improved Position/Trench values to 10/20 instead of 20/40. Considering the season the campaign takes place in, trenches in Clear terrain provide a substantial benefit whereas the fighting was historically focussed on towns/villages.
The various terrain, quality fire and fortification modifiers are also cumulative, which means that with a -40% Trench value Entrenched units in City hexes are bulletproof when fired at by D quality units (40 Trench+40 City+20 D quality penalty=100% reduction).
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