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		<title><![CDATA[Forums - Kharkov 43 Mods]]></title>
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		<pubDate>Sun, 03 May 2026 22:14:59 +0000</pubDate>
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			<title><![CDATA[#0202_08s_Kharkov '43 Grand Campaign_Variant_1]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62613</link>
			<pubDate>Mon, 27 Aug 2012 11:43:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62613</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_08s_Kharkov '43 Grand Campaign_Variant_1</span></span></span></div>
<br />
The Kharkov '43 Grand Campaign - Feb 2nd to Mar 18th, 1943.<br />
<br />
Flushed with the success of the victory at Stalingrad, Stavka launched Operation Gallop/Star on the day the Paulus surrendered 6th Army in ignominy. The Soviet operation was hurriedly pulled together from the march to take advantage of the perceived disarray of the Axis forces. The Soviet operation's were almost completely successful in capturing Kharkov and reaching the Dnepr River. Confronted with an unprecedented Soviet breakthrough, Manstein pulled off one of the greatest military reversals by launching a counter offensive that destroyed the bulk of South Western Front and then wrested both Kharkov &amp; Belgorod off Voronezh Front. Even more amazing is the fact this was achieved with minimal new forces, but rather formations that had been engaged in combat for months.   (Size, Campaign Game)  Please see the Kharkov '43 Grand Campaign notes for information on victory determination and other changes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_08s_Kharkov '43 Grand Campaign_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 449 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_08s_Kharkov-%2743-Grand-Campaign_Variant_1/action=scenario_details&amp;sid=1626&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_08s_Kharkov '43 Grand Campaign_Variant_1</span></span></span></div>
<br />
The Kharkov '43 Grand Campaign - Feb 2nd to Mar 18th, 1943.<br />
<br />
Flushed with the success of the victory at Stalingrad, Stavka launched Operation Gallop/Star on the day the Paulus surrendered 6th Army in ignominy. The Soviet operation was hurriedly pulled together from the march to take advantage of the perceived disarray of the Axis forces. The Soviet operation's were almost completely successful in capturing Kharkov and reaching the Dnepr River. Confronted with an unprecedented Soviet breakthrough, Manstein pulled off one of the greatest military reversals by launching a counter offensive that destroyed the bulk of South Western Front and then wrested both Kharkov &amp; Belgorod off Voronezh Front. Even more amazing is the fact this was achieved with minimal new forces, but rather formations that had been engaged in combat for months.   (Size, Campaign Game)  Please see the Kharkov '43 Grand Campaign notes for information on victory determination and other changes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_08s_Kharkov '43 Grand Campaign_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 449 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_08s_Kharkov-%2743-Grand-Campaign_Variant_1/action=scenario_details&amp;sid=1626&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[#0202_03s_Initial Soviet Offensive_Variant_1]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62612</link>
			<pubDate>Mon, 27 Aug 2012 11:37:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62612</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_03s_Initial Soviet Offensive_Variant_1 </span></span></span></div>
<br />
The Soviet Initial Offensive - Feb 2nd to Feb 19th, 1943.<br />
<br />
Flushed with the success of the victory at Stalingrad, Stavka launched Operation Gallop/Star on the day the Paulus surrendered 6th Army in ignominy. The Soviet operation was hurriedly pulled together from the march to take advantage of the perceived disarray of the Axis forces. Report after report was received and it was obvious to Stavka that the Germans were abandoning both Rostov and the Mius River line - just as they had withdrawn from the Caucasus. Pushing both south and west they could trap Army Group South and dwarf Stalingrad. The Soviets satisfied their strategic aim with Star - the capture of Belgorod and Kharkov. With Operation Gallop they went perilously close to capturing both the Dnepr crossings and isolating 1st and 4th Panzer Armies on the River Mius.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_03s_Initial Soviet Offensive_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 179 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_03s_Initial-Soviet-Offensive_Variant_1/action=scenario_details&amp;sid=1625&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_03s_Initial Soviet Offensive_Variant_1 </span></span></span></div>
<br />
The Soviet Initial Offensive - Feb 2nd to Feb 19th, 1943.<br />
<br />
Flushed with the success of the victory at Stalingrad, Stavka launched Operation Gallop/Star on the day the Paulus surrendered 6th Army in ignominy. The Soviet operation was hurriedly pulled together from the march to take advantage of the perceived disarray of the Axis forces. Report after report was received and it was obvious to Stavka that the Germans were abandoning both Rostov and the Mius River line - just as they had withdrawn from the Caucasus. Pushing both south and west they could trap Army Group South and dwarf Stalingrad. The Soviets satisfied their strategic aim with Star - the capture of Belgorod and Kharkov. With Operation Gallop they went perilously close to capturing both the Dnepr crossings and isolating 1st and 4th Panzer Armies on the River Mius.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_03s_Initial Soviet Offensive_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 179 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_03s_Initial-Soviet-Offensive_Variant_1/action=scenario_details&amp;sid=1625&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[#0202_02s_Operation Gallop_Variant_1]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62611</link>
			<pubDate>Mon, 27 Aug 2012 11:32:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62611</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_02s_Operation Gallop_Variant_1 </span></span></span></div>
<br />
Operation Gallop - Feb 2nd to Feb 19th, 1943.<br />
<br />
Stalingrad surrendered today. While Voronezh Front launched Operation Star, South Western Front pushed to take advantage of their multiple bridgeheads over the Sevrenyy Donets. This is the initial campaign by South Western Front to drive to the Sea of Azov and isolate Army Group South. The Soviets aim was twofold, firstly to drive directly south through Slavyansk and Artemovsk with Popov's Mobile Group. The second aim was to use 6th Army to push towards the west, covering the deep flank of Popov's troops. Once the German's resolved to hold Slavyansk against Popov, the Soviet offensive turned south west with the aim of cutting the east/west railway at Sinel'nikovo and if the opportunity presented itself, taking the Dnepr river crossings at Dnepropetrovsk.<br />
  <br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_02s_Operation Gallop_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 179 turns, Designer David Freer </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_02s_Operation-Gallop_Variant_1/action=scenario_details&amp;sid=1624&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_02s_Operation Gallop_Variant_1 </span></span></span></div>
<br />
Operation Gallop - Feb 2nd to Feb 19th, 1943.<br />
<br />
Stalingrad surrendered today. While Voronezh Front launched Operation Star, South Western Front pushed to take advantage of their multiple bridgeheads over the Sevrenyy Donets. This is the initial campaign by South Western Front to drive to the Sea of Azov and isolate Army Group South. The Soviets aim was twofold, firstly to drive directly south through Slavyansk and Artemovsk with Popov's Mobile Group. The second aim was to use 6th Army to push towards the west, covering the deep flank of Popov's troops. Once the German's resolved to hold Slavyansk against Popov, the Soviet offensive turned south west with the aim of cutting the east/west railway at Sinel'nikovo and if the opportunity presented itself, taking the Dnepr river crossings at Dnepropetrovsk.<br />
  <br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_02s_Operation Gallop_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 179 turns, Designer David Freer </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_02s_Operation-Gallop_Variant_1/action=scenario_details&amp;sid=1624&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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		<item>
			<title><![CDATA[#0202_01s_Operation Star_Variant_1]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=61886</link>
			<pubDate>Sun, 20 May 2012 03:43:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6702">Strela</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=61886</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_01s_Operation Star_Variant_1 </span></span></span></div>
<br />
Operation Star - Feb 2nd to Feb 16th, 1943.<br />
  <br />
Stalingrad surrendered today and German forces had been pushed back more than 1,000 kilometres in less than three months. Stavka has demanded that Axis forces be destroyed at every opportunity and one more effort would be required to take Kharkov, the great German supply and communication center in the Ukraine. Voronezh Front chose to assault from the march to take both Belgorod and Kharkov using 40th, 69th &amp; 3rd Tank Army. To the north, 38th &amp; 60th Army were tasked with capturing Kursk. This scenario ends on the historical date that the Soviets captured Kharkov. The German forces are few but fortunately elite including the SS Panzer Grenadier Divisions, Das Reich &amp; Liebstandarte as well as the Wehrmacht's Gross Deutschland. The Soviet player will win if he can capture Kharkov, the German if he can deny his opponent. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_01s_Operation Star_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 149 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_01s_Operation-Star_Variant_1/action=scenario_details&amp;sid=1623&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span></a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0202_01s_Operation Star_Variant_1 </span></span></span></div>
<br />
Operation Star - Feb 2nd to Feb 16th, 1943.<br />
  <br />
Stalingrad surrendered today and German forces had been pushed back more than 1,000 kilometres in less than three months. Stavka has demanded that Axis forces be destroyed at every opportunity and one more effort would be required to take Kharkov, the great German supply and communication center in the Ukraine. Voronezh Front chose to assault from the march to take both Belgorod and Kharkov using 40th, 69th &amp; 3rd Tank Army. To the north, 38th &amp; 60th Army were tasked with capturing Kursk. This scenario ends on the historical date that the Soviets captured Kharkov. The German forces are few but fortunately elite including the SS Panzer Grenadier Divisions, Das Reich &amp; Liebstandarte as well as the Wehrmacht's Gross Deutschland. The Soviet player will win if he can capture Kharkov, the German if he can deny his opponent. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kharkov ’43 Variant 1 Release</span> - <span style="font-style: italic;" class="mycode_i">From the Kharkov ’43 Design team</span><br />
<br />
After 18 months of play, experienced players are finding that the campaigns are weighted too heavily towards the Germans in the initial phase. This is preventing the Soviets from having a chance to attain their historical achievements. Particularly in the south of the map, the German armour is in a position to immediately counterattack the Soviets and never allow them to close with their objectives. Variant 1 has taken into account much of the communities’ commentary and these new releases should play out closer to the historical result.<br />
<br />
The included files are :<br />
#0202_01s_Operation Star_Variant_1<br />
Read Me Kharkov ’43 Variant 1 Notes<br />
PDT Kharkov43_Variant<br />
OOB Kharkov43_Variant<br />
<br />
The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Log : Initial Release</span><br />
<br />
1. PDT file : Foot speed dropped back to 4 (from 5). This will slow all German motorized units and will prevent two step movement. I know people would prefer faster Soviet movement but the current rate is historical and some of the below changes fix up some of the loopholes.<br />
2. PDT File : Bunker probability is .5%<br />
3. PDT File : Night move disruption is set at 60%.<br />
4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value.<br />
5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below)<br />
6. PDT File : Wired bridges are in play with a 20% chance for both small and large bridges. NOTE : Only bridges on rivers are wired, all others (streams etc) will not blow. This should allow VST to work properly.<br />
7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire.<br />
8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages.<br />
9. OOB File: Replacement rate set to 1% for both sides. This is a key change as it is impacted by supply levels (if it is less than 50), rather than by quality.<br />
10. Scenario : No German reinforcements by rail<br />
11. Scenario : Most German Panzer Divisions have had all formations (other than tanks) dropped to between 60% - 88% strength. This change is to prevent the German player immediately going onto the offensive. It is necessary to rest Panzer forces to get them to a level that is viable for the Backhand Blow. This impacts, 3rd, 6th, 7th, 11th, 17th, 19th &amp; 27th Panzer Divisions as well as Wiking. This could be justified as these formations had retreated back from the Caucasus and had little time to rest or reorganize.<br />
12. Scenario : German 7th, 19th &amp; 27th Panzer Divisions have been fixed for the first day.<br />
13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength.<br />
14. Scenario : Soviet forces are untouched. The Soviet Tank Corps are as crappy as they appear – they managed to advance as far as they did in the main due to the Germans having nothing to stop them with. They had very little supporting arms and a major change in their structure now has a very big impact on all scenarios. Toning the Germans down will see these forces improve.<br />
15. Scenario : Supply adjusted to 100 for the Soviets and 80 for the Germans. The Germans are steady for the whole scenario, the Russians drop to 70% on Feb 19th.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Campaign Scenario 149 turns, Designers David Freer &amp; Eric Baker </span><br />
<br />
<a href="https://www.theblitz.club/scenarios/Tiller-Operational-Campaigns/%230202_01s_Operation-Star_Variant_1/action=scenario_details&amp;sid=1623&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Download</span></span></a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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		<item>
			<title><![CDATA[Forum Info.]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62614</link>
			<pubDate>Mon, 21 Jul 2008 21:57:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62614</guid>
			<description><![CDATA[This forum lists all of the S41 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></description>
			<content:encoded><![CDATA[This forum lists all of the S41 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></content:encoded>
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