From: Roberto Chiavini Subject: One more review Kharkov (S&T 68) In my research of old games that I haven't played before, I've recently found this simulation of the battle of May 1942 on the Russian Front, made in 1978 by SPI for his magazine S&T. Graphics are very bland for today standards, but almost good for more than 20 years ago. The only drawback are the Russian units that are green (!!) colored. The system for this game is almost an exact copy of the one used a couple of here before for Panzergruppe Guderian, a breakthrough design destined to make the history of our hobby. So, even in Kharkov are the Russian untried units (you don't exactly how a Russian unit is worth for combat until the first combat it takes part into) and a mechanized second movement phase (only for the German units); there are also Panzergruppe and PanzerGrenadier, that doubles their strength if all the units in that command are stacked together for the attack and nearby for the defense. Units are rated for combat and movement (Germans) or for attack - defense - movement (Russians). Maximum stacking is three units. Russians have also Army HQs that limit their offensive possibilities, as most of the units, to be effective, must be inside the HQ command radius (3 to 5 hexes). ZOCs are rigid for most of the game for the Russians, while Germans are more flexible in their leaving enemy ZOCs. Combat uses a standard ratio CRT, with numbered losses that may be transformed in retreat hexes, plus the usual elimination result. There are several particular rules that reflects the specific situation, that limit the initial movement of a good part of the German units and of almost half the Russians. There are also special rules for the Russian attacks of the first 4 turns of the game (the end after 10 turns) and the necessity for both players (even if for different reason) to try to have an uninterrupted front from north to south as long as possible (otherwise, the Russian player receive victory points, while the German may move all his southern units. Victory points are awarded at the end of the game for taking possession of the 3 cities on the map (Kharkov, Poltava and Dnjepropetrovsk), for destroying enemy units (most of the Russians are one step units, apart from the guard, while most of the German infantry division have 4 steps and the armored battalion normally 2, with three different units making a division) and for a few other things. The gaming situation shows a surprise central north-central attack by the Russians that should take Kharkov in 2-3 turns, while trying to moving turn after turn more of their reserve units toward the western e southwestern edge of the map, aiming to the other two cities on the map, while the German player is forced to a fighting retreat. All in all, the game works, but most depends on the luck of the draw od the Russian units, as it could make all the difference in the world if on an important attack you have three 5 or 6 points attacking infantry units instead of three of 1 point each. I rate this game 6 on a 1-10 scale.