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Enemy minefields in the jump map
08-18-2014, 01:31 AM,
#13
RE: Enemy minefields in the jump map
1. PzB Kursk is not a game where the defensive player is going to stop an Axis or Soviet attack from 'breaking through'. Dealing with a break in initial lines and still winning is entirely possible. There is no perfect strategy which will ensure 'stuffing' the opponent at the initial front line.

2. In every scenario there are ways to slow the attacking player to allow for time to release a reserve or to gather one from other sources. How the defender does this varies depending on the condition of the front line and the toll available in each scenario. Things never happen the same way twice.

3. Fixed units do not stay fixed forever. Many have the (T) variable in the release where if one unit is spotted, the formation is free to move. Even is the few static defense scenarios, there are always units being released due to the much longer LOS in PZB 12- 16 hexes during full daylight. Many times averaging around 8-1 hexes in my experience.

4. 'D' quality units can survive several turns in the open if used properly. I have done it. Retreating through the open at Kursk historically was a hazardous thing. Try not to do it for long. Or at least extract something from the pursuit. Time, casualties, etc. PzB Kursk has no dominant super units in it. Every unit knows, (and players are discovering) that all units need friends to watch their backs to survive.

5. Artillery is the big killer at Kursk. No surprise there to anyone who has read the stated sources used to build this game listed in the Campaign Notes. I see nothing wrong with that.

6. Try the scenario #0712_03 Hill 235_3 - Northernmost Advance or other scenario featuring entrenchments in urban terrain like at Mikhaylovka and Prelestnoye. The Soviet 18th Tank Corps can be very stubborn if handled well.
Even in #0710_03 State Farm - The Deadly Fields the starting Soviet 'D' quality units can take quite a bit of time to clear from the Axis path of advance. Assuming it is the defender's intention to not retreat to join up with the AB troops and continue the fight.
Who would expect 'D' quality units to survive in the open anyways? That is just not reasonable. They can be made to last long enough to do the job they are intended to do. Stopping the Axis attack cold is not their mission.

7. Will the Soviets lose a lot of troops in scenarios of PzB Kursk? Will Soviet players still be able to win the games? Did the Soviets win the battle? Yes to all the above.

8. Finally, the discovered minefield/jump box dialog bug, which is what the thread was about is no deal breaker giving the attacking player any real advantage. The defender can compensate for it. I think it will be fixed anyways as it is not what was intended in the game design.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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Messages In This Thread
Enemy minefields in the jump map - by Seisen - 08-16-2014, 01:58 PM
RE: Enemy minefields in the jump map - by Seisen - 08-16-2014, 03:32 PM
RE: Enemy minefields in the jump map - by Aaron - 08-17-2014, 05:01 AM
RE: Enemy minefields in the jump map - by Seisen - 08-17-2014, 09:34 AM
RE: Enemy minefields in the jump map - by Dog Soldier - 08-18-2014, 01:31 AM

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