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Kharkov '43:Manstein Strikes Back (Alt) (jazman version)
Kharkov area, 15 February, 1943. Following the Soviet successes at Stalingrad, STAVKA continues the pressure in the South. The Soviet operations 'Star' and 'Gallop' are on the verge of massive success, with Kharkov about to fall with parts of two SS (Das Reich, LAH), and one Heer (GroßDeutschland) Panzer Grenadier divisions nearly trapped in it, and the last rail lines to Army Group South within a few days of being cut at the Dnepr river. Hitler has ordered that Kharkov be held at all costs, in which case the only strong mobile reserves available to Manstein will be destroyed. Manstein has been planning a counterstroke using the SS Panzer Korps, but this will be impossible if the forces in Kharkov do not escape from the burning city. NOTE: This scenario is best played as Axis human against AI, or human vs. human. Also, best played with VST supply rules and programmed weather.

Modified by Gintas 'jazman' Jazbutis to implement Ed 'Volcano Man' Williams' Alt System (unit images and McNamara DB Values).

Large Scenario 293 turns, Designer Rick Bancroft, edited by jazman.

Download Scenario Files

Any comments you would like to leave about this scenario can be posted in this thread.
I have updated the oob file; some German units were identified mistakenly as "heavy artillery" but are really just "artillery." These were the SiG towed howitzer units (the ones with range of 4). Being heavy means it took the whole turn to change into travel mode, and no other PzC does this. There are no Russian changes.
I am playing this scenario as Russian, the thing I have found so far is that it is a good.But the problem I found in the first 12 turns is that my Russians on each flank of Kharkov are so exposed to Axis counter attacks that they have been smashed this also goes for my forces in the far south of the map, the main force to the North east of Kharkov is to far away to help so the Russians are picked of and destroyed. I know I am not the best Panzer player but my death count is 19,000 dead to the axis 2,000.

Do the Russians have to be so knacked at the start,and so exposed ?
I wanted to hold my main didvisions to the North east back for a day just to try and rest them but with such heavy pressure on my forces close to Kharkov I had to push them on . But with Bunkers and trenches being extra tough to break I have little chance to break in to any defended area.

We have started to play the battle again I will see what I can do this time:-)
The way the battle has been Manstein wont need to come to the Axis aid but can stay in bed :-) lol
New version of the scenario, strips out the Bunkers / Trenches / Mines around Kharkov, since the Germans had started their retreat the night of the 14th. Having Bunkers makes defending Kharkov tenable, where it should have been untenable at this point, hence Hausser disobeying Hitler and beginning a withdrawal.

Bunkers in Slavyansk also downgraded to Trenches.
I have had a look at the up dated scenario looks like its a bit more balanced. Well done for all your work.
Bidermann Wrote:I have had a look at the up dated scenario looks like its a bit more balanced. Well done for all your work.

Thanks, I still have to do the fatigue levels for the starting units, I've been busy but haven't forgotten.
New Update! I've lowered the starting fatigue by 40%, other things are documented in the doc included.

Note, this archive is just additional files to the original download. They extract in a folder named Kharkov '43, so you'll have to move them over before playing; so a backup before doing this may be in order.

Edit: 12/14 pm:
Note: the v1.0.1 is a small change that includes VM's change to the motorized infantry battalion in tank brigades, making them more mobile.
Looking good!

jazman, has it been tested against another human? if so what was the result?

(whats the intention with the combat values of sicherung infantry? SA : 10 and def value 12? def seems to be too low while the sa is incredibly high. Not a big deal, just asking)
Sch Wrote:Looking good!

jazman, has it been tested against another human? if so what was the result?

I haven't, although Bidermann has played it and given feedback. This is, in fact, an old scenario built by Rick Bancroft, and I just gave it a facelift. If you're used to VM's alt art, then the original art was a bit jarring.

Quote:(whats the intention with the combat values of sicherung infantry? SA : 10 and def value 12? def seems to be too low while the sa is incredibly high. Not a big deal, just asking)

It's a security unit, I think that is what "sicherung" means. I believe I saw VM elsewhere have his security units a little less robust than a normal infantry unit. If I didn't, it means I made that decision on my own, but in general I was trying to match up to what VM has done everywhere else. In this case, I used Stalingrad '42 as my starting point, because this scenario is really the tail-end of the campaign that began in November, 1942.

If you can give me an example of a sicherung unit in VM's scenarios that is rated differently, let me know and I'll fix it.
VM used these values. (with C morale)

[Image: sich.th.gif]

I have only said it because i you have written somewhere above that you wanted your units to match the ones used in the ALT screns.
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