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New Kharkov CG Mod by Indragnir
11-30-2010, 08:59 AM,
#1
Thumbs_Up  New Kharkov CG Mod by Indragnir
I have just posted a new Kharkov GC Mod by Indragnir in the Mod scenario sub forum https://www.theblitz.club/message_boards...hp?fid=107 here are the details.....

#02 Campaign Game -The Second Battle of Kharkov + OPERATION FRIDERIKUS I

By César Librán Moreno (aka “Indragnir”) V 1.0
This mod contains OOB, PDT and SCN files, also a little Art folder. Volcano Man artpack for Kharkov’42 is needed, it won’t overwrite anything. Just unzip the files on your game folder.
Suggested Rules:
Artillery Set-up. Recon Spotting, VST, Low Visibility Air Effects, Quality Fatigue Modifier, Counterbattery Fire, Night Fatigue, Programmed Weather and Limited Air Recon.
Foreword.
Kharkov 42 it’s a great game but it have several ahistorical elements (both sides too early releases for explame 21st and 23rd Tank Corps were not used into combat almost 5 days after the offensive started “…However, by the end of 14 May, the second-echelon tank corps and rifle divisions were a long way from the front line. Gen Kuzmin's 21st Tank Corps was 42km away from 6th Army's forward units; Gen Pushkin's 23rd Tank Corps was 20km away and the 248th and 103rd Rifle Divisions, which comprised 6th Army's second echelon, were 20-40km away”) , and division/regiments miss-locations) also german defenses on the north are somewhat ahistorical (they were stronger above Ternovaia up to Murom, weaker South of Staryy Saltov, in the game is quite the inverse “…As a result of the battles of 12-14 May, the Northern Shock Group's overall penetration front amounted to 56km. Forces operating in the centre of this group had advanced 20-25km into the depth of the German defence.”).
Both combined makes the game a very unhistorical experience (no less fun of course

Also it’s not a What-If scenario so no battles around Belgorod or russian Charge to Chuguev, since historically the russian offensive didn’t reached that sectors.
Historical research based upon Colonel David M. Glantz and various books on East Front.

On PDT Changes
Raised Axis Air intereption to 30% (from 12%)
Raised Axis air availability to 30% from 20%
Lowered Breakdown for both sides.
Lowered german air strike limitation to 20
Lowered defense values for bunkers and pillboxes.
Raised German recovery rate from 2% to 3%

On TO&E and OOB (main) Changes
AA assets under divisional/Brigade units are factorized in the unit AA value.
Russian:
Engeneer and Motor coys were added to all infantry divisions. (A single Coy) .Removed bridge capability in all divisional engeneers
Regimental Artillery (usually two Btys) and AT guns (both regimental and divisional level) were factorized into BN counters. (To lessen the flexibility of russian offensive and a faster game turn)
Tank companies were combined into Tank BN counters. (giving more staying power to russian armor and lessening the thinning-the-line tactic). Small recon platoons were deleted (small unit ZOC extenders, isolating and blocking with 3 armored cars)
Moved all air assets from Armies to Sector (SW and S). Added some missing attack flights
Added missing artillery from 28th Army: 1st and 2nd Bn, 4th Guards Mortar Regiment, 110th Guards Mortar Bn, Gun artillery regiments 5th and 7th (Guards), 233th and 594th Artillery Regiment, and 612nd and 651st Light Artillery Regiments.
Added 3 missing Bridge engeneer Bns for 28th Army, 6 for 38th Army and 3 for 6th Army
Changed 3rd Guards Separate Mortar Bn into a regiment of artillery as per Glantz.
Changed 206th Guards Mortar BN into Regiment as per Glantz.
Some names changes (21st Motorized Rifle Brigade into 4th Motorized Rifle Brigade).
Added the 186th and 665th AT regiments plus 2 AT infantry Bns missing to 9th Army.
Deleted some artillery support for 57th Army, the supporting units were 2 AT regts (558th y 754th) and 476th Guards Artillery Regiment.
Change the quality of some notable russian commanders and units. (Ones for the better, others for the worst), based upon historical results.
Added to 3rd Guards Cavalry Corps the missing engeneer and recon coys.
Adjusted the strength of russian infantry divisions (some units were veterans but paid the price of combat experience with fewer men per Bn)
Created Army Kostenko and Sherikiuk for attachments once Fridirikus is launched.
Added missing Separate Mortar Battalions for 38th RD and 13th GRD

Made attachable 8th Separate T BN and AT regiments.
Lowered assault rating from russian foot infantry.
Raised a little AA values.
Raised assault value for Cavalry
Raised defense values for russian AT regiments.

Germans:
Regimental level AT guns were added to most Infantry regiments (Infantry divisions). (Helping germans to fortify key defensive points)
Added missing KG from 57th Infanterie Division (German), 2 IRs coming down to Belgorod.
Lowered all A quality foot infantry to B.
Raised 108 Light Hungarian division to C quality.
Lowered quality from German Ordenance, Police and so on to D quality.
Raised quality for both German assault gun bns and Marders units to B/A.
Raised greatly all command radius from german HQs.
Put 211st IR under it’s parent organization (71st ID). Also they were relieved by 514th IR due being “battle-worn” so I lowered their strength and added fatigue.
Added HQs for PzG regts from 23rd PzD.
Raised HA values for AT guns and Tank Destroyers.
Raised Defense values for AT guns, and lowered their assault values.
Raised Assault values from Combat Engeneers
Lowered defense values from Panzers
Raised SA and assault values from PzG/Motorized units from Pz Divisions.
Added missing warplanes from VIII FliegerKorps.
Raised defense for german artillery.

On Scenario (main) Changes:
Both
Deleted from game russian and german forces at northmost (2 regts from 75th ID and 2 divs from 21st Army) and southmost (mainly russian 37th Army and german IV Korps) areas where historically both sides didn’t fight. Forces involved on those combat are on map as fixed.
Impassable hexes were added to those areas to fordbid ahistorical movements.
Put lots of VP locations to force the germans holding their ground and both sides fight hard for conquested ground.
Altered victory levels, the game is a draw from start.
Germans
Grouped german regiment (from 44th ID) that where sent as reinforcements from on map divisions and pull them out of front lines.
Consolidated and or factorized small recon, artillery and AT units from numerous Axis units (Brigade Georgescu, KG Konradi, 2nd RU 294th and 298th ID to name a few, for faster game play and balance)
Removed (and redeployed them into parent radius) Tank Coy form 3rd PD and 244th AG BN since they were out of formation radius.
Redeployed german forces along historical deployment, allowing the creation of divisional reserves where historical were. (mainly 79th ID)
Germans hold now Maslovan Pristan area as they historically did.
71st ID now releases by 12:00 instead of 20:00
Delayed release for 3rd PzD to 20:00 12th May. (Together with 23rd PzD.)
Redeployed Hungarian 38th IR (108th LID) into the rear.
Redeployed KG Konradi for help reaching Kegichevka area in historical time.
Delayed release of 305th ID (german) up to 14th May, historical time when they started arriving by RR).
All formations from 17th Army and 1st Panzer Army are fixed on start and released by May 17th.
Put back into 23rd PzD the II/126th MotoBn attached to 294th ID. It’s under regimental HQ radius.
Redeployed 389th ID to Kramatorsk.

Reworked german defensive areas:
1) Those bunkers/mines at the area Bolshaya Babka-Peremoga were taken on the first day of offensive, with those bunkers plus A/B quality german units holding them, the russian usually cannot make any progress before the german tanks arrive. Now they’re TRENCH positions.
2) Murom-Grafovka german line held for the whole battle, now it’s too easy to pierce this sector due very few german troops with very few bunkers. Now the germans can hold their ground.
3) Put supply sources at Murom and Ternovaya. (never fell to Russians).
4) VIII Korps frontline. Historically 6th CC pierced early this sector within the first day. So defenses were lowered to TRENCHES. Also 6th Army (russian) pierced easily the frontlines until they faced the twin villages.
5) Added bunkers where historically the germans held the line.

Russians
Redeployed 1118th IR/333rd ID since they’re (far, far) out of command.
Moved to Svatovo reserve Tank Brigades since they were used for holding Friderikus.
Redeployed 21st and 23rd Tank Corps (further from front lines).
Raised Russian command radius of 21st Army command radius to 10 from 8.
Fixed 3rd Guards Cavalry Corps up to 06:00 14th May.
Fixed 6th russian army reserves (248th and 103rd IDs and 21st, 37th Tank Brigade and 23rd Tank Corps), historically they entered into battle later not by May 12th
Fixed Russian 9th and 57th Armies up to May 17th (Fridirikus launched).
Fixed STAVKA and front releases until their historical date.
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12-01-2010, 02:24 PM,
#2
RE: New Kharkov CG Mod by Indragnir
Excellent; it is amazing what a dedicated gamer can do with free time and a passion to refine and improve the mods. cheers
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12-01-2010, 03:57 PM,
#3
RE: New Kharkov CG Mod by Indragnir
So, has it been playtested?

Anyone up for a game? I haven't played Kharkov in several years.

I'm good for a turn a week, for one of those patient opponents out there.
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12-01-2010, 11:35 PM, (This post was last modified: 12-01-2010, 11:40 PM by raizer.)
#4
RE: New Kharkov CG Mod by Indragnir
Ive played a lot of pbem Kharkov over the past couple years or so-Have to check this one out. Im fearful of that quality fatigue modifier thou. In a long campaign game that devilish optional rule (which I love when I play germans Big Grin) might be too much for even a good soviet player to stomach. In minsk I think its a must but in those wide open fields of kharkov :whis: Ah I do see that some german infantry units were lowered to B-I will have to check it out..starting as a draw is interesting too
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12-02-2010, 02:23 AM,
#5
RE: New Kharkov CG Mod by Indragnir
Remember the Mod sub-forum is a place you can leave Cesar feedback on how the scenario plays. ;)
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12-02-2010, 03:41 AM,
#6
RE: New Kharkov CG Mod by Indragnir
Hats off to you. Maybe search through my disks to find the game. One thing I noticed right away. The town of Krasnopavlovka (155, 180) starts off under german control, though it is being the russian lines. Is this an error or a design feature?

Larry
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12-02-2010, 08:30 AM, (This post was last modified: 12-02-2010, 08:42 AM by Indragnir.)
#7
RE: New Kharkov CG Mod by Indragnir
(12-02-2010, 03:41 AM)LBouton Wrote: Hats off to you. Maybe search through my disks to find the game. One thing I noticed right away. The town of Krasnopavlovka (155, 180) starts off under german control, though it is being the russian lines. Is this an error or a design feature?

Larry
Thank you Larry, it's an error. It should be russian. I'm posting the latest scenario file fixing it.

(12-01-2010, 03:57 PM)Liebchen Wrote: So, has it been playtested?

Anyone up for a game? I haven't played Kharkov in several years.

I'm good for a turn a week, for one of those patient opponents out there.

Yes, it has been playtested.
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12-02-2010, 08:58 AM,
#8
RE: New Kharkov CG Mod by Indragnir
The updated scenario file is now included in the zip pack at the DB.
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