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#0202_01s_Operation Star_Variant_1 - PzC 19 Kharkov 43

#0202_01s_Operation Star_Variant_1 Image
Tiller Operational Campaigns Ladder

#0202_01s_Operation Star_Variant_1

By David Freer & Eric Baker
Russia 1 - 1 - 2 Axis
Rating: 7.73 (3)
Games Played: 4
SM: 7
Turns: 149
Type: Custom
First Side: Russia
Second Side: Axis
Downloads: 500
Operation Star - Feb 2nd to Feb 16th, 1943. 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 & 3rd Tank Army. To the north, 38th & 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 & 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. Variant_1 : 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. The included files are : #0202_01s_Operation Star_Variant_1 PDT Kharkov43_Variant OOB Kharkov43_Variant The latest Kharkov ’43 patch must be applied for these scenarios to work. As at release this is version 1.01a Change Log : Initial Release : 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. 2. PDT File : Bunker probability is .5% 3. PDT File : Night move disruption is set at 60%. 4. PDT File : Rubble creation has been doubled to 10,000. Most PzC games use 1,000 as the base value. 5. PDT File : Unit Recovery loss is now set to 0% for both sides (see OOB below) 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. 7. PDT File : Range effect modifier is now 1.5 (from 3). This increases the emphasis on ranged fire. 8. PDT File : Various movement rates adjusted. Particularly Cav/Ski in forest and motorised in villages. 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. 10. Scenario : No German reinforcements by rail 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 & 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. 12. Scenario : German 7th, 19th & 27th Panzer Divisions have been fixed for the first day. 13. Scenario : Most German Infantry Divisions have been set at 75% of their nominal strength. 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. 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.
Player Voting Stats
Member Balance Enjoyment
Gunther Sheepdog's ProfileGunther Sheepdog Well Balanced 8
Oldman's ProfileOldman Slightly Pro Russia 8
akilpio's Profileakilpio Moderately Pro Axis 8
Gaming Records
1st Side Player 2nd Side Player Result Score
Axis akilpio's Profile akilpio vs. Smedley Smedley's Profile Russia Axis Major Victory 126 14
Russia Oldman's Profile Oldman vs. crazyivan crazyivan's Profile Axis Russia Minor Loss 42 98
Russia Gris's Profile Gris vs. Landser34 Landser34's Profile Axis Draw 70 70
Russia Gunther Sheepdog's Profile Gunther Sheepdog vs. typhoon typhoon's Profile Axis Russia Major Victory 126 14
Gunther Sheepdog
A very interesting game. The germans play a forward defense. This option let the encirclement of many units
Oldman
Major
Oldman Tue Oct 23, 2018 7:36 pm
Axis mobility can be a major problem for the Russian. The road network and bad weather make Russian responses to Axis counter attacks (and they will happen) nearly impossible.
akilpio
Corporal
akilpio Frid Dec 29, 2023 4:32 pm
It was an interesting scenario. Mostly a delaying retreat for the German side but in the end there was some chance to attack too with fresh reinforcements. The Soviets had a superiority in numbers but the quality of the German troops made it quite balanced. The victory points are favoring the German side as I think the Soviets would have great difficulty to achieve even a draw or minor victory.