Edge of the World

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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pxreiman
Posts: 52
Joined: Fri Jun 15, 2001 8:00 am
Location: Illinois

Edge of the World

Post by pxreiman »

i just posted a similar thought on the BL forum, but I think it is even more appropriate for KP so I will post it here too: I have slowly fumed over the "Edge of the World" problem since I started gaming. Too many games seem to run up against the EOWP.
Here's a solution based on first person shooters: expand the map from AxA to 3Ax3A and add NPCs on either side for both the enemy and freindly forces. They don't have to do much, just hold position while you conduct your operation and react if you step out of bounds. Penalties, restrictions on movement and angry messages could be delivered when you are out of your Area of Operation.
What I am saying is that when one side tries to change the status quo on the battlefeild, they draw forces from other areas and the response is to draw forces out of other areas. Why do they have to be off board in an operational level game? If your sector collapses, and you are not removed from command or if you establish a slaient and need forces for the push, you apply for and hopefully, recieve additional support from nearby forces. KP is the perfect platform for this kind of thing.
Furthermore, an expanded map with NPCs allows a more realistic mental picture of your objective. in TAO, the German breakthrough and manuver options are completely boxed in by the map. Can KP help? <img src="confused.gif" border="0">
Duncan Maggs
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Joined: Sat Oct 20, 2001 8:00 am
Location: Birmingham, England

Post by Duncan Maggs »

You must be a pretty good German player at TAO2 to be hindered by the map edges!

What you mention has some merit. A particular thrust or breakthrough might well alter reinforcement priorities e.g. quicker arrival of Patton if a greater German effort was made in the south.

How such a concept could be implemented I am not sure. Presumably it would have to be built into the AI and I don't have much faith in its abilities even if SSG are responsible for (in my opinion) the best AI of all - that in the Carriers at War series of games.
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e_barkmann
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Location: Adelaide, Australia

Post by e_barkmann »

I'm pretty sure Roger mentioned TAO3 can support very large map sizes - or larger, at least, than TAO2.
Scourge of War multiplayer group

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pxreiman
Posts: 52
Joined: Fri Jun 15, 2001 8:00 am
Location: Illinois

Post by pxreiman »

Thanks Old Bill, I think I have the basics down,but not much more. if you ignore the center (bastonge) and head south or can get past the allied defenses in the north - you should be able to win on a regular basis v. AI. Both of these take advantage of the EOWP. Let the Siegfreid Line do its thing and get around and past the Allies - the AI will RUN (not walk) backwards until at least turn 12-13 if not more. If you can disrupt their supply in any areas for more than two turns. . .
Duncan Maggs
Posts: 35
Joined: Sat Oct 20, 2001 8:00 am
Location: Birmingham, England

Post by Duncan Maggs »

G3,

I would suggest that now you have mastered the game against the AI you try the Classic Wargames ladder at the Blitzkrieg Wargamers Club.

Playing against other players by pbem can really test those strategies that you developed against the AI - and send most of them back to the drawing board!
pxreiman
Posts: 52
Joined: Fri Jun 15, 2001 8:00 am
Location: Illinois

Post by pxreiman »

alright OB, I will. You're right - no plan survives contact with the enemy. I am a big fan of not having to find someone to play. Get in, get out - no committment. G*3
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