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Hungarian Rhapsody - The Matrix Games version of East Front II

Hungarian Rhapsody Image
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Hungarian Rhapsody

By Jeepster777/Tide1
Axis 2 - 0 - 3 Russia
Rating: 7.86 (8)
Games Played: 5
SM: 5
Turns: 24
Type: Custom
First Side: Axis
Second Side: Russia
Downloads: 395
Hungary had proved to be one of Hitlers more willing Allies.The Soviet forces had to fight hard for the fall of the capital Budapest. West of Oradea the Third Hungarian Army held a long defensive line eastward to Szeged. While Marshal Malinovsky's new Soviet offensive towards Budapest unfolded, OKH dispatched three heavy Tiger battalions from the 6th Panzer Division to restore the situation.Based on History with liberties taken to enhance gameplay.PBEM Scenario. EF2 v1.03 and PB1 disk required
Player Voting Stats
Member Balance Enjoyment
Big Dawg's ProfileBig Dawg Well Balanced 7
Big Dawg's ProfileBig Dawg Well Balanced 7
John Given's ProfileJohn Given Totally Pro Russia 7
Tiger 88's ProfileTiger 88 Well Balanced 10
lincoln imp's Profilelincoln imp Slightly Pro Axis 8
John Given
Hungarian Rhapsody is a scenario depicting a Soviet armored force (a large one) smashing into a Hungarian-held valley containing various types of Hungarian infantry and armored units. The scen is essentially an armored breakthrough type, and the Soviets must capture objectives before the time runs out. Later in the scenario, tough German tanks arrive to save the day.

Although I enjoyed the novel and original style of this scenario, I believe it has some serious balance problems. Since many of the large objectives are in the eastern 3rd of the board, the Russian can easily win this by the 15th turn by simply rolling over his opponent. Fast Russian tanks combined with muddy conditions help to ensure the axis cannot escape. I also question the number of airstrikes the Soviets get, the complete lack of paved roads, and especially the disorganized axis setup. The setup of the Hungarians prevents them from using their HQ's effectively, and there is a serious lack of tank killing power in the axis infantry (the germans get almost no infantry).

Another thing that stood out is the visibility - 30 hexes. This means that retreating axis units can be pounded from great distances by artillery. Soft axis units have 2 choices - sit and die, or run and die.

Last but not least, I question the invulnerability of the Soviet artillery. As virtually all of it is off-board, it cannot be killed. The axis artillery is sparse, and setup so far west that it is all but useless. Anything in the east, artillery-wise, is highly vulverable to attack and will likely not survive the game.

All in all, a scenario with great potential, that needs to fix some existing problems.
Thus, what is of supreme importance in war is to attack the enemy's strategy.

Sun Tzu