Kursk Battle at Prochorovka AAR

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zakblood
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Kursk Battle at Prochorovka AAR

Post by zakblood »

part 2, as part 1 never came off the ground lol


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RE: Kursk Battle at Prochorovka AAR

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1


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RE: Kursk Battle at Prochorovka AAR

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2


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RE: Kursk Battle at Prochorovka AAR

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3


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RE: Kursk Battle at Prochorovka AAR

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4


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RE: Kursk Battle at Prochorovka AAR

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5


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RE: Kursk Battle at Prochorovka AAR

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6, i end my turn, and the Russian bear moves


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RE: Kursk Battle at Prochorovka AAR

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7, on my first move turn, i advance my units into their best chance imo on beating the units in front of them, or at least getting them more forward to be in a better chance for the next phase or turn


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RE: Kursk Battle at Prochorovka AAR

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8, i do this on all the 3 access corridors before i end my turn







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RE: Kursk Battle at Prochorovka AAR

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9, now the last one


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RE: Kursk Battle at Prochorovka AAR

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10, then again i end my turn and let the AI move first, then only combat and the end of this short AAR, as tbh, it's better you find your own way of winning, and not watching me play[;)]


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RE: Kursk Battle at Prochorovka AAR

Post by zakblood »

remember the Russians are the masters of defence, and love to be behind rivers and in woods, so either beat them at the home game, or surround and destroy them that way.

forward is key to victory for the Germans, VP grabbed on the last turn, can't be taken back, so playing for time, in the end, can win you on a draw before that last turn, as they won't have the time or ability to remove you once there in one turn, so play tactically and like chess, a few moves ahead planning is key, great game, if you like the simple approach and play styles on offer, with 3 different battle types, the options aren't massive, but enough for a challenge for most, but never was aimed at the grog heads


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Blackbirdx61
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Re: RE: Kursk Battle at Prochorovka AAR

Post by Blackbirdx61 »

zakblood wrote: Tue Oct 15, 2019 7:53 am remember the Russians are the masters of defense, and love to be behind rivers and in woods, so either beat them at the home game, or surround and destroy them that way.


Terrain
Bridge ½ Movement cost No combat Effect? Really, one would think such a bottle neck would give the Defender a real advantage.

Ravine
+2 movement cost -1 to attacker

Clear
1 movement cost

Forest
2 movement cost
No effect on combat. RE: How is that even remotely possible, Infantry has so much more cover in a woodlands area. I think +1 Def +2Vs Armor to be much more appropriate, +3 if the Def is an Engineer unit.

Hill
2 movement cost
+1 defender Tank, Assault Gun, Recon, SP Artillery
+2 defender Mech Infantry, Artillery
+3 defender AT, Engineer

Psel River
Impassable unless by bridge

Rail Track
Impassable unless by road: RE Really? Ever seen a Tank on an Obstacle Course, Tracks can go up an over a 45' slope. Personally I think a serious MP Penalty would have been better, but just prohibiting them crossing. I'm not down with that one at all.

Road
½ Movement cost

Town
1 movement cost
+1 defender Tank, Assault Gun, Recon, SP Artillery
+2 defender Mech Infantry, Artillery
+3 defender AT, Engineer

Still I've played this game through a few times now; and have enjoyed it; and I do think a playthrough, and a few screen captures should yield some very interesting Panzer Blitz Scenarios. BTW just what is the scale of this map per hex? Unfortunately I've had the game a few weeks now and it has become unplayable both on my laptop and tower, as it just relentlessly crashes in the Rus combat phase; and once locked up there is no real recovering the game. Such a shame because its quite an enjoyable game when it does work.
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