Q on housekeeping and combat

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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coralsaw
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Q on housekeeping and combat

Post by coralsaw »

I'd kindly appreciate any insight one the following 2 points.

1. Do the step loss rules apply to all stacks in a multi-stack attack, or does it matter which stack I initiate my attack from? In other words, are all units participating in a combat treated as one big stack for this purpose?

2. Could the kind SSG chaps give us a list of what-housekeeping-happens-when during a turn? For instance, I'd like to know when a fort will be repaired, or a unit get its reinforcement, will it happen before the enemy's turn or before my turn?

Thanks!

/coralsaw
A soldier will fight long and hard for a bit of colored ribbon. - Napoleon Bonaparte, 15 July 1815, to the captain of HMS Bellerophon.
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Rob Gjessing
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Post by Rob Gjessing »

All attacking units are treating as 'being in a stack' as you put it. In other words, in terms of distributing losses, all attacking units are considered, of course the strongest units always get the loss.

In terms of your 2nd question, Im not an SSG guy.. I think it all happens before YOUR turn.. but Im not 100%
Isn't that bizarre?
JSS
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When auto repair happens

Post by JSS »

Here is what I've learned (from watching the turn replay when my opponent attacked a unit in autoregeneration):

1. For units regenerating (i.e. a number in the orange lost step icon) what you see in your turn is the same thing your opponent will see. Specifically when the number reaches "1," the step is not regenerated until your next turn... the unit is still missing the step, "1" turn from regenerating, when you send to your opponent.

2. In KP when the Russian attacks the two step fortification, the Russian player sees "2" after taking the first step (same turn the fort took a step loss). When the Russian player starts the next turn that fortification will be down to "1". You've got to get the last step that turn. There must be consecutive turn attacks to reduce these 1 step each turn. Miss getting the step on the "1" until regeneration and you will face the two step fort on your next turn.

3. Units arrive on the map edge at the start of your turn. i.e. if you see the green hex where a unit is due to arrive next turn, then your opponent will see a green arrival hex too. This is important if you have a division that has a regiment that arrives late on the map edge. You don't lose divisional integrity during your opponent's turn; you lose it at the start of your turn.

Hope this helps.

JSS
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coralsaw
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Post by coralsaw »

Rob, JSS,

Thank you both! :)

One last question, that came up late yesterday. As the German, do I have to defend all reinforcement hexes, for fear that the Russian will wait and encircle any newly arrived reinforcements of mine (but not own the hex itself so that the reinforcements do arrive)? Is this a cheap tactic for the Russian?

Thanks.

/coralsaw
A soldier will fight long and hard for a bit of colored ribbon. - Napoleon Bonaparte, 15 July 1815, to the captain of HMS Bellerophon.
609IAP_Thumper
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Post by 609IAP_Thumper »

coralsaw wrote:
As the German, do I have to defend all reinforcement hexes, for fear that the Russian will wait and encircle any newly arrived reinforcements of mine (but not own the hex itself so that the reinforcements do arrive)? Is this a cheap tactic for the Russian?

/coralsaw
I'm not completely sure of the answer, but on a related note, pay particular attention to the Victory Points and Alert Points in towns near your map edges. The Russian may get good VPs but he can also pay a hefty penalty in Alert Pts to the German. I would not call that cheap by any means. ;)
Theopolis
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Post by Theopolis »

According to the game manual. if a reinforcement hex has been captured, then the reinforcementrs will appear at the closest supplied reinforcement hex.
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Rob Gjessing
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Post by Rob Gjessing »

It depends on what the scenario designer has set in the editor.. there are several options that can be set.. reinforcements can appear at other reinforcement locations - with or without a delay, or they may never appear at all..
Isn't that bizarre?
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