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Board DescriptionKursk It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front. The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force. Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range. Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8. These numbers are slightly less for 2v2 team play. Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage. Air units attack at +35% to hit and are -20% (Germans) or -25% (Russians) for the defense to shoot down. Maximum number of attack orders - set to 30 orders. Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3). Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by. Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport. Germany begins the game with a wildcard to almost gaurantee a set on turn3. Factory place/reinforce scenario: In this scenario, placement only can occur on factory locations and Airports. Furthermore, cities provide a factory bonus which generates at the start of each turn. Russia can also place on the city of Voronezh in the far east of the map. Supply lines are vital. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionKursk It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front. The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force. Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range. Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8. Border mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage. Air units attack at +35% to hit and are -20% (Germans) or -25% (Russians) for the defense to shoot down. Maximum number of attack orders - set to 12 orders for the limited order scenario. That combined with 5 pre-transfers effectively gives the player 17 chances to move their units per turn. Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3). Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by. Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport. Germany begins the game with a wildcard to almost gaurantee a set on turn3. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionKursk It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front. The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force. Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range. Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8. Border Mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage. Air units attack at +35% to hit and are -20% (Germans) or -25% (Russians) for the defense to shoot down. Maximum number of attack orders - set to 30 orders. Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3). Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by. Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport. Germany begins the game with a wildcard to almost gaurantee a set on turn3. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionKursk It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front. The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force. Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range. Max unit counts for all locations is 30 with the following exceptions - range territories 35, cities 40, airports 5 or 8. Border Mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage. Air units attack at +35% to hit and are -20% (Germans) or -25% (Russians) for the defense to shoot down. Maximum number of attack orders - set to 12 orders for the limited order scenario. That combined with 5 pre-transfers effectively gives the player 17 chances to move their units per turn. Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3). Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by. Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport. Germany begins the game with a wildcard to almost gaurantee a set on turn3. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionKursk - Teams It is July, 1943 and for months, both the Germans and Russians have been building there forces up for this pivotal battle. After the crucial loss at Stalingrad earlier in the year, the Germans were only able to stem the Russian advance with great effort and daring, retaking the vital city of Kharkov. For the Germans, winning the battle of Kursk is essential to them regaining more than a temporary initiative in the east, allowing them the opportunity to swing their forces north towards Moscow and/or south towards the Caucusus yet again...but time is not on their side as the Anglo-American forces are near to landing in Sicily, which will bring about a diversion of forces. For the Russians, it is a chance to defeat a concentrated German force for the first time and, if so, begin an inexhorable march westwards along the whole front. The Germans concentrated their forces into 2 very large groupings - to the north and south of the huge salient - in an effort to form a massive pincer movement. The Russians, while populating their well dug-in lines, deployed many forces in reserve, with an eye towards counter-attacking en-force. Ranged attack locations - territories outlined in red as well as cities can attack up to a range of 2 locations. Territories with range attacks do not go through defensive lines - the range stops at the defensive line, whether that be the first or second territory in the range. Max unit counts for all locations is 25 with the following exceptions - range territories 30, cities 35, airports 5 or 8. Border Mods - tilted to favor the defense. Ranged territories and cities attack adjacent territories with 15% improvement and range 2 locations at normal percentage. Air units attack at +35% to hit and are -20% (Germans) or -25% (Russians) for the defense to shoot down. Maximum number of attack orders - set to 30 orders. Defense Lines - defense lines yield a bonus to the defense (5% for the front line and defense line2, 10% for defense line3). Each side now has 3 bomber locations which attack as Artillery with a limited amount of units which are likely to score hits, but do not actually take control of a location. Each is worth a bonus of 1 and can only be attacked via the territory that it is subsumed by. Bomber locations can transport units to the nearby friendly location as well. Each side has one bomber location that is stronger than the others. For the Germans, this is the one in the south; for the Russians, this is their cental airport. Germany begins the game with a wildcard to almost gaurantee a set on turn3. The Team version has both forces split into roughly 2 allied groups, the divider being north to south. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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