Alan Snider - May 19, 2005 2:00 am (#9956 Total: 9990) On the Playtest Table: Adam Starkweather's "The Devil's Cauldron"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMENIGHT, May 14th: Terence Co, Craig Nynych and I sat down with a classic title that Craig has been carrying around with him for years, SPI's "Kursk" 1970. Terence and Craig teamed up to command the Russians, while I took on the challenge of directing the German offensive. We chose the July variable setup. This was the trickiest bit of setup I've done in awhile, as the Germans must either occupy or project a zone of control in EVERY hex of their fortification line. After much though, I set up mostly behind the line to enable my units to move freely to attack who they wanted, rather than getting "stuck" in a ZoC trying to set up a favorable attack. I found it very tough to hit the 4-1 odds required to get the best low risk attack, in the attempt to push the Russian line back (and through their fortification lines). The movement costs are so tough, that often only armoured units can move at times, as leaving and re-entering a zone of control is 6 movement points if all movement is in a clear hex. The German attacks were very carefully planned, but they still seemed to take too many losses, and struggled to keep a solid attacking force, especially in the south near Kharkov where the river caused all sorts of problems to the German advances. What little success I had on the first turn came in the 'bulge' in the centre, where I was able to bust up quite a few of the Russian positions, and exploit the opening with armored units. It was on the second turn that the real problems started, as the Russians managed to splinter the German lines in the South, which will force the Germans to plug a few huge holes in the line, as there is 3 Russian units nearly all the way through the German fortification lines. If not for a few roving armoured units, I'd be in real trouble already. The real point is, that this effectively stalls the German push for at least one turn if not more. The only glimmer of hope may be in the North, where the Germans have begun to roll up the Russian flanks, and have nearly made it through the Russian fortification line in the furthest northern area of the map. Once through the fortifications, the Germans may be able to run rampant cutting supply lines... This game will be resumed on May 21, as we finished the days' play with 2 turns complete. Alan Snider - May 23, 2005 1:49 pm (#9987 Total: 9990) On the Playtest Table: Adam Starkweather's "The Devil's Cauldron"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMEDAY, April 21: Craig Nynych, Terence Co and myself sat down to finish with our game of SPI "Kursk" 1971. We pick up the action at the start of turn 3, with the Germans facing some huge problems in the South and some emerging holes in the line in the North. The Germans managed to stretch their already thin resources, to address nearly all of holes in the line; as well as making a few high odds attacks where possible. The results were horrible, as an EX or 1/2 EX result can be considered Russian victories. This leaves little room for the Germans to succeed, as they MUST lead with their armour; while at the same time staying in supply. A withdrawl of the armour (during the mech move) to a better defensive position ensures the mobile part of the German force remains on the board. The following Russian counterattacks were devastating. In the North the Russians poured through the gaps created by selected attacks and careful retreats of the enemy units (yes, the attacker determines the retreat direction of the opponent), and followed up with ambitious mechanized movement. The hole created was large enough such that the Russians put the entire German line East (northern part of the map) of the river OUT OF SUPPLY. It had briefly crossed my mind to pull back behind the river during my turn, but thought I could hold for one more turn (wrong!). It was not surprising that the Russians chewed up these trapped units with little effort. They could not even move away, as the movement costs were such that disengaging from the enemy was not possible (a bit weird). Th one bit of progress that the Germans were able to make was just south of Okhovatka, and they did move a few more hexes toward Kursk; but the success was much overshadowed by the wholesale German collapse. When one of my attacks put one of my armoured units out of supply in the northern most region of the battle, and was subsequently eliminated in the Russian counterattack; I declared that the killing blow... I could see that the Germans could go no further. Essentially the Germans walking a knifes' edge between victory and defeat, and simply cannot take many defeats in the first 4 turns. I was not able to prevent this. Luckily for me, Terence kicked in with some enthusiasm with the German defence, and relieved me of some misery which had become my situation. A combination of sloppy strategy/movement and average dierolls (they'll kill ya in this game) sealed my fate. Craig is one to play a game through to completion, no matter what the state of competition, while I see no point in a lopsided affair (VP condition-wise). I think I've gotten quite used to a much different "plan" of attack with both Terence and Nathan regarding a first playthrough with a game... That being, to try to get a good competitive playthrough whilst getting a flavour for the game system at a higher level ie. What a game will be like after playing it 5 times or so. This often involves pointing out a horrendous potential error by the other player to raise the level of play. Not everyone will groove to this way of thinking, but it is certainly my preference. Overall, we really did like this game. So much so, that we launched another game. This time we are going to use the July historical setup, and all of the errata and optional rules from Grognards. We began setup immediately on conclusion of our game... This has slightly more mobility for infantry units, particularly the Germans who have a 5 mp rating (Russians have 4mp). This will make it less tricky to engineer a favourable attack, as well as to not being as vulnerable to being put out of supply.