Prokhorovka: The Ultimate Battle ( TR ) - The Matrix Games version of East Front II
Rating: | 4.28 (6) |
Games Played: | 4 |
SM: | 10 |
Turns: | 100 |
Type: | Custom |
First Side: | USSR |
Second Side: | Axis |
Downloads: | 373 |
12 July, 1943
[Prokhorovka, 87 km Southeast from Kursk] [H2H] [HIS] [GD]
This is the ultimate version of the original scenario "Prokhorovka: The Real Battle". It includes not only a bigger expanded map sheet, but one to the proper scale of 250 meters per hex, thus making it four times as large as my previous one. It also includes the remaining forces from both sides which took part in the battle. It finally puts every unit in its original proper starting position at the beginning of the battle.
This scenario presents the battle from the Russian perspective as they are the aggressors in this version.
Battle Kat / May 2015: This is a team game adaptation of Prokhorovka4.scn, with some of the Soviet formations released on their Northern shoulder for action against 'Totenkopf', and Group Trufanov and its exit hexes removed to deny Soviets the victory points there.
[ALL: AF OPT] [2.02]
[Prokhorovka, 87 km Southeast from Kursk] [H2H] [HIS] [GD]
This is the ultimate version of the original scenario "Prokhorovka: The Real Battle". It includes not only a bigger expanded map sheet, but one to the proper scale of 250 meters per hex, thus making it four times as large as my previous one. It also includes the remaining forces from both sides which took part in the battle. It finally puts every unit in its original proper starting position at the beginning of the battle.
This scenario presents the battle from the Russian perspective as they are the aggressors in this version.
Battle Kat / May 2015: This is a team game adaptation of Prokhorovka4.scn, with some of the Soviet formations released on their Northern shoulder for action against 'Totenkopf', and Group Trufanov and its exit hexes removed to deny Soviets the victory points there.
[ALL: AF OPT] [2.02]
Player Voting Stats | ||
---|---|---|
Member | Balance | Enjoyment |
Crossroads | Moderately Pro USSR | 9 |
PawelM | Totally Pro USSR | 8 |
Dan Caviness | Totally Pro USSR | 7 |
kernel t | Totally Pro USSR | 8 |
Crossroads | Totally Pro USSR | 10 |
Gaming Records | |||||||||
---|---|---|---|---|---|---|---|---|---|
1st Side Player | 2nd Side Player | Result | Score | ||||||
Dan Caviness | vs. | PawelM | USSR Major Victory | 90 | 15 | ||||
kernel t | vs. | Crossroads | USSR Major Victory | 90 | 15 | ||||
PawelM | vs. | Dan Caviness | USSR Major Victory | 90 | 15 | ||||
Crossroads | vs. | kernel t | USSR Major Victory | 90 | 15 |
It is immediately apparent the designer has put in an incredible amount of work researching this battle and correcting some of the issues inherent with it's parent scenario, "Dead End on the Road to Kursk", by Jay Karemeles. A primary change was rescaling it to the 250 meter per hex scale as is proper for all CS scenarios. The designer has also separated many company size armor groups into multiple 1's, 2's, etc. For the Germans this may prove advantageous considering the territory they have to cover and the paucity of armor available. For the Russians I suspect it's a bit of a workload, since they have so many units to move. Based on the math, more rolls, more units, most scenarios should tend towards the mean using this approach. I believe the designer will take this into account when adjusting victory levels.
He has also fixed many of the Russian units north of the Psel River. I believe his intent (with every change) is to accurately recreate the original conflict. Fixing the bulk of Russian forces north of the Psel allows the Germans to contest this area, which in the original was not an option.
For the Germans, this one is a "Custer's Last Stand". Both the original version and the new. If you approach it as such you can take satisfaction in contesting the field. Another feature he has incorporated is to set ammo availability levels to very low levels. He compensates for this by having ample artillery on both sides. For this reason artillery should be husbanded more carefully in this scenario. You will have turns where pretty much everything is out of load. For direct fire the consequence of this is a lot of no effects rolls.
This makes the scenario unique, and makes it play a bit differently than most. That is a good thing IMO.
I will have more detailed input and commentary after we complete it from the Russian side.