An Introduction to Kharkov
- Erik Rutins
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An Introduction to Kharkov
The following is an introduction to Kharkov: Disaster on the Donets, written by the design and development team at SSG. It covers some of the key features and improvements to this new successor to the Decisive Battles and Battlefront systems.
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What is Kharkov?
Kharkov is a blend of our Decisive Battles and Battlefront systems, together with some important new features. The Kharkov system can be used to make battles at either regimental or battalion scale and is therefore a successor to both Battlefront and the Decisive Battles systems.
What does the game cover?
The game covers the doomed Russian counter offensive at Kharkov between May 12th and May 28th, 1942. The Red Army’s offensive was intended by Stalin to crush the fascist invaders, and start the process of their eviction from all Russian territory. The battle started well for the Red Army and some substantial territorial gains were made. However, the inconvenient and unknown presence of two fresh Panzer divisions in Kharkov itself, combined with Stalin’s willful refusal to admit reality, led ultimately to a recreation of the dismal encirclements of the previous year, and opened the door for Army Group South’s drive on Voronezh and ultimately on Stalingrad.
The battle is definitely fun for both sides. The Russian start the game with enormous combat power and can make life very difficulty for the Axis defenders, especially with Russian cavalry regiments free to roam through lightly defended areas behind the front and powerful Tank Brigades poised to exploit breakthroughs. Unfortunately for the Russians, the Germans were planning an offensive of their own on the Russian southern flank, and this kicks off on the fifth day of the battle. Provided the Axis defenders have managed to prevent disaster during the initial Russian push, they then get to mount a powerful attack of their own, and it is the Russian’s turn to scramble in defence.
What are the main design innovations?
A fundamental problem in wargame design is the iron grip of hindsight. The player knows, or can easily find out, what happened in the course of the historical battle that we are trying to recreate. Hindsight allows him to perform many actions that his historical counterpart could never do. Quiet sectors of the front can be completely stripped of men, leaving large sectors guarded only by historical knowledge. Orders from Hitler or Stalin, historically disregarded at extreme peril, can be safely ignored.
There are two solutions to the problem. One involves erasing your memories of the battle and frankly we don’t have the technology and in any case we’re not confident of speedy regulatory approval even if we did.
Our second solution lies with the twin innovations of Areas of Operations and Mystery Variants. With Areas of Operations (AOs) all units in each formation in the game are prevented from moving outside the AO designated by the scenario designer. While our previous games tied a formation’s Attack Supply to its HQ, and imposed penalties for HQ movement, a determined player could still uproot a formation from its proper place in the front line and send it halfway across the map to fight elsewhere. With the AO system, this simply can’t happen.
How Does the AO System Work?
To illustrate, let’s consider the Russian 21st and 23rd Tank Corps, which are part of the Russian 6th Army and which start the game in reserve behind the front lines south of Kharkov. Their task was to exploit holes in the Axis defences created by the 6th Army’s infantry formations and form the southern pincer of the drive on Kharkov. With no AO restrictions, you can undertake a number of ahistorical and unmilitary operations with them.
Firstly, you could throw them immediately into the breakthrough battle, even though the Russian orders were to wait for the infantry to create the breakthrough. Secondly, and even more drastically, you could dash off a short (and surely suicidal) note to Stalin informing him that his cherished summer offensive was cancelled because you ‘knew’ that the Axis would be up to something bad on the southern front five days from now and you were moving all his precious Tank Brigades south to meet the looming threat (that only you knew about).
The AO restrictions prevent both of these undesirable eventualities, but naturally these AO restrictions work both ways. Just as the Russian player can’t strip his front lines to pile units in the way of the Axis, the Axis are prevented from doing the same to block the Russian thrusts on Kharkov. Instead, both players must solve the problems they face with the forces that they have to hand as best they can, just like their historical counterparts, while still retaining militarily sensible defences in other sectors of the front.
Naturally, the AOs change with circumstances and time. In our example, the Tank Brigades will have a much expanded AO the turn after the infantry formations capture two designated objectives, or on Turn 5 regardless of the infantry’s progress. So if your infantry does well you are rewarded by the early release of the Tank Brigades but if they are blocked then the tanks will eventually show up to try and force the issue.
In general, AO restrictions are eased over time. Also, reserve formations, especially those off map at the start of the battle, or alert formations released if the enemy captures important objectives, will have wide AOs so that they can perform their historical role as fire brigades, plugging gaps or countering breakthroughs.
What Do the Mystery Variants Do?
Gamers, being gamers, will naturally try to exploit the system. What is to stop them from learning the other side’s AOs and exploiting that knowledge? This is where the Mystery Variants come in. Each side has ten Mystery Variants. In each variant, each formation could have a different AO, or different timing on an existing AO. In general, these variations will enlarge AOs over those found in the Historical Scenario, so you will never be sure of where enemy forces have been ordered to go and you will be unable to base your actions on the AOs found in the Historical Scenario.
Some variants are combinations of changes found in other variants so even if you work out that one enemy formation has new orders, you won’t be sure that other formations haven’t been given similar freedom.
The result of the Mystery Variants is to more or less eliminate the benefit of hindsight (without messy surgery or experimental drugs). You will have to react to events as they unfold and make sensible decisions for all your forces. For instance, the northern sector of the battlefield is normally quiet for both sides. However, one or more variants will allow a subsidiary Russian drive on Belgorod. If all the German defenders have migrated as far south as possible to help out at Kharkov then the results could be very embarrassing for the Axis player.
(continued...)
-----
What is Kharkov?
Kharkov is a blend of our Decisive Battles and Battlefront systems, together with some important new features. The Kharkov system can be used to make battles at either regimental or battalion scale and is therefore a successor to both Battlefront and the Decisive Battles systems.
What does the game cover?
The game covers the doomed Russian counter offensive at Kharkov between May 12th and May 28th, 1942. The Red Army’s offensive was intended by Stalin to crush the fascist invaders, and start the process of their eviction from all Russian territory. The battle started well for the Red Army and some substantial territorial gains were made. However, the inconvenient and unknown presence of two fresh Panzer divisions in Kharkov itself, combined with Stalin’s willful refusal to admit reality, led ultimately to a recreation of the dismal encirclements of the previous year, and opened the door for Army Group South’s drive on Voronezh and ultimately on Stalingrad.
The battle is definitely fun for both sides. The Russian start the game with enormous combat power and can make life very difficulty for the Axis defenders, especially with Russian cavalry regiments free to roam through lightly defended areas behind the front and powerful Tank Brigades poised to exploit breakthroughs. Unfortunately for the Russians, the Germans were planning an offensive of their own on the Russian southern flank, and this kicks off on the fifth day of the battle. Provided the Axis defenders have managed to prevent disaster during the initial Russian push, they then get to mount a powerful attack of their own, and it is the Russian’s turn to scramble in defence.
What are the main design innovations?
A fundamental problem in wargame design is the iron grip of hindsight. The player knows, or can easily find out, what happened in the course of the historical battle that we are trying to recreate. Hindsight allows him to perform many actions that his historical counterpart could never do. Quiet sectors of the front can be completely stripped of men, leaving large sectors guarded only by historical knowledge. Orders from Hitler or Stalin, historically disregarded at extreme peril, can be safely ignored.
There are two solutions to the problem. One involves erasing your memories of the battle and frankly we don’t have the technology and in any case we’re not confident of speedy regulatory approval even if we did.
Our second solution lies with the twin innovations of Areas of Operations and Mystery Variants. With Areas of Operations (AOs) all units in each formation in the game are prevented from moving outside the AO designated by the scenario designer. While our previous games tied a formation’s Attack Supply to its HQ, and imposed penalties for HQ movement, a determined player could still uproot a formation from its proper place in the front line and send it halfway across the map to fight elsewhere. With the AO system, this simply can’t happen.
How Does the AO System Work?
To illustrate, let’s consider the Russian 21st and 23rd Tank Corps, which are part of the Russian 6th Army and which start the game in reserve behind the front lines south of Kharkov. Their task was to exploit holes in the Axis defences created by the 6th Army’s infantry formations and form the southern pincer of the drive on Kharkov. With no AO restrictions, you can undertake a number of ahistorical and unmilitary operations with them.
Firstly, you could throw them immediately into the breakthrough battle, even though the Russian orders were to wait for the infantry to create the breakthrough. Secondly, and even more drastically, you could dash off a short (and surely suicidal) note to Stalin informing him that his cherished summer offensive was cancelled because you ‘knew’ that the Axis would be up to something bad on the southern front five days from now and you were moving all his precious Tank Brigades south to meet the looming threat (that only you knew about).
The AO restrictions prevent both of these undesirable eventualities, but naturally these AO restrictions work both ways. Just as the Russian player can’t strip his front lines to pile units in the way of the Axis, the Axis are prevented from doing the same to block the Russian thrusts on Kharkov. Instead, both players must solve the problems they face with the forces that they have to hand as best they can, just like their historical counterparts, while still retaining militarily sensible defences in other sectors of the front.
Naturally, the AOs change with circumstances and time. In our example, the Tank Brigades will have a much expanded AO the turn after the infantry formations capture two designated objectives, or on Turn 5 regardless of the infantry’s progress. So if your infantry does well you are rewarded by the early release of the Tank Brigades but if they are blocked then the tanks will eventually show up to try and force the issue.
In general, AO restrictions are eased over time. Also, reserve formations, especially those off map at the start of the battle, or alert formations released if the enemy captures important objectives, will have wide AOs so that they can perform their historical role as fire brigades, plugging gaps or countering breakthroughs.
What Do the Mystery Variants Do?
Gamers, being gamers, will naturally try to exploit the system. What is to stop them from learning the other side’s AOs and exploiting that knowledge? This is where the Mystery Variants come in. Each side has ten Mystery Variants. In each variant, each formation could have a different AO, or different timing on an existing AO. In general, these variations will enlarge AOs over those found in the Historical Scenario, so you will never be sure of where enemy forces have been ordered to go and you will be unable to base your actions on the AOs found in the Historical Scenario.
Some variants are combinations of changes found in other variants so even if you work out that one enemy formation has new orders, you won’t be sure that other formations haven’t been given similar freedom.
The result of the Mystery Variants is to more or less eliminate the benefit of hindsight (without messy surgery or experimental drugs). You will have to react to events as they unfold and make sensible decisions for all your forces. For instance, the northern sector of the battlefield is normally quiet for both sides. However, one or more variants will allow a subsidiary Russian drive on Belgorod. If all the German defenders have migrated as far south as possible to help out at Kharkov then the results could be very embarrassing for the Axis player.
(continued...)
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: An Introduction to Kharkov
So How Does the System Work?
You can choose to play the Historical Scenario or the Mystery Variants at startup. Similarly, use of the AOs is optional, although highly recommended. Lets take one of the Russian Tank Brigades mentioned above as our example.
On the first turn, the 23rd Tank Brigade has a very restricted AO, as shown by this screen shot. The area in which the formation is prohibited from moving is shown in red (and it’s almost all of the map).

You can choose to play the Historical Scenario or the Mystery Variants at startup. Similarly, use of the AOs is optional, although highly recommended. Lets take one of the Russian Tank Brigades mentioned above as our example.
On the first turn, the 23rd Tank Brigade has a very restricted AO, as shown by this screen shot. The area in which the formation is prohibited from moving is shown in red (and it’s almost all of the map).

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Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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RE: An Introduction to Kharkov
To find out more about the AOs we go to the HQ for the formation. This HQ is the 23rd Tank Corps and it is shown below.
These graphics are not final, but the row of buttons in the top panel shows that the current AO applies from Turn1 to Turn 4. If we click on the second small green button (immediately to the right of the small highlighted green button), we get a different picture. Don’t worry, we are going to improve the graphics for the little buttons.

These graphics are not final, but the row of buttons in the top panel shows that the current AO applies from Turn1 to Turn 4. If we click on the second small green button (immediately to the right of the small highlighted green button), we get a different picture. Don’t worry, we are going to improve the graphics for the little buttons.

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Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
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RE: An Introduction to Kharkov
On the map, we can see that the new AO is much larger, and it actually extends outside of this screen shot. The two Russian flags on the map, behind the German lines, indicate the objectives that must be held in order to enable this larger AO.

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Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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RE: An Introduction to Kharkov
Looking at the HQ picture below, we can see that there is the numeral ‘2’ next to the Russian flag. This means that the AO can be achieved by taking 2 objectives, indicated on the map by the Russian flags. So the deal for 23rd Tank Brigade is as follows. For Turns 1 to 4, its AO is very restricted, and is greatly expanded on Turn 5. However, if the two objectives indicated by the Russian flag are taken, then the extended AO becomes available the turn after the objectives are taken which could enable the early release of the Tank Brigades.


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Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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RE: An Introduction to Kharkov
So What Does It All Mean?
For some time now, we have been adding design elements that simultaneously enhance realism and excitement. The closer coupling of units to their HQs and the provision of attack supply through HQs has enforced a more realistic tempo of operations, as units can no longer attack every day. Now, the combination of AOs and Mystery Variants restricts the location of operations as well as the tempo, while at same time increasing uncertainty and tension by removing the dead hand of hindsight.
The new system has many benefits. The AOs act as a battle plan, leaving the implementation up to you. At the start of a scenario, you will know exactly what you have to do, and which forces have been allocated to achieve your objectives. You won’t know what your opponents orders are, or where his forces are allocated, which prevents scripted openings and greatly enhances the excitement of the game in both single player and PBEM games. You are now much closer to stepping into the shoes of your historical counterpart than you have ever been before.
Further Design Changes
We have made a number of other changes from the Battlefront/DB design, and these are listed below.
Discontigous Combat Tables
Military operations, like so much in life, are subject to diminishing returns. We have changed the CRT system so that, especially at higher odds, not every odds level needs to be listed in the CRT. For instance, the next odds column after 5:1 might be 8:1 and the one after that 12:1. Naturally, if you don’t have the numbers to reach the next odds column, then the odds will be rounded down. This allows us to make a meaningful distinction between each odds column and is a reminder that sometimes adding a few more troops to an assault will make no difference whatsoever to the outcome, and you just have to take the result as is.
For some time now, we have been adding design elements that simultaneously enhance realism and excitement. The closer coupling of units to their HQs and the provision of attack supply through HQs has enforced a more realistic tempo of operations, as units can no longer attack every day. Now, the combination of AOs and Mystery Variants restricts the location of operations as well as the tempo, while at same time increasing uncertainty and tension by removing the dead hand of hindsight.
The new system has many benefits. The AOs act as a battle plan, leaving the implementation up to you. At the start of a scenario, you will know exactly what you have to do, and which forces have been allocated to achieve your objectives. You won’t know what your opponents orders are, or where his forces are allocated, which prevents scripted openings and greatly enhances the excitement of the game in both single player and PBEM games. You are now much closer to stepping into the shoes of your historical counterpart than you have ever been before.
Further Design Changes
We have made a number of other changes from the Battlefront/DB design, and these are listed below.
Discontigous Combat Tables
Military operations, like so much in life, are subject to diminishing returns. We have changed the CRT system so that, especially at higher odds, not every odds level needs to be listed in the CRT. For instance, the next odds column after 5:1 might be 8:1 and the one after that 12:1. Naturally, if you don’t have the numbers to reach the next odds column, then the odds will be rounded down. This allows us to make a meaningful distinction between each odds column and is a reminder that sometimes adding a few more troops to an assault will make no difference whatsoever to the outcome, and you just have to take the result as is.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: An Introduction to Kharkov
Direct Attack
We have removed the mechanism for ranged Direct Fire in attack and replaced it with a simpler system. Now units are rated for Direct Attack shown by a yellow dice on the unit information panel.
The II/201 Panzer Regiment shown below has a yellow dice showing a ‘4’ on its attack bar. This is its Direct Attack factor. For any melee combat, all friendly stacks that are adjacent to the defender and could gain a tactical shift, will contribute their best Direct Attack factor to the combat. Each stack can only make one contribution per combat. This contribution is in the form of a dice roll in the combat. If the dice roll is equal to or better than the Direct Attack factor then the Direct Attack will cause an additional step loss, over and above any caused by the actual CRT result.
You can find the Direct Attack factor as the DF Attack entry in the Edit Combat Units section of the Editor.

We have removed the mechanism for ranged Direct Fire in attack and replaced it with a simpler system. Now units are rated for Direct Attack shown by a yellow dice on the unit information panel.
The II/201 Panzer Regiment shown below has a yellow dice showing a ‘4’ on its attack bar. This is its Direct Attack factor. For any melee combat, all friendly stacks that are adjacent to the defender and could gain a tactical shift, will contribute their best Direct Attack factor to the combat. Each stack can only make one contribution per combat. This contribution is in the form of a dice roll in the combat. If the dice roll is equal to or better than the Direct Attack factor then the Direct Attack will cause an additional step loss, over and above any caused by the actual CRT result.
You can find the Direct Attack factor as the DF Attack entry in the Edit Combat Units section of the Editor.

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Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: An Introduction to Kharkov
Strongpoints Improved
A Direct Fire Defense value (DF Defense) can be assigned to any strongpoint.
Supply System Simplified
In order to simplify the system and make life easier for the player, we have removed the Supply Trucks from the system. Now, HQs give Defensive Supply to any unit, belonging the HQs country, within their command range, regardless of whether the units belong to the HQ or not.
Units get Attack Supply from their immediate HQ, or any HQ subordinate to their HQ that belongs to their country. So in Kharkov, there are three countries on the Axis side; Germany, Romania and Hungary and HQs will only supply their own countries.
To be in supply, HQs themselves must trace a supply line of any length to a Supply Source, typically on the map edge. Supply Sources can supply a single country or an entire side, at the choice of the scenario designer.
Movement System Simplified
We have removed the system of Reserve OPs and Extended Movement and replaced it with a simplified system. Units now get a basic movement allowance which is increased, often substantially, if the unit is command range of their HQ at the start of the turn. Units outside of command range will find that their movement is quite restricted. Remember, if you are careless enough to lose your HQ in combat then there will be at least a one turn delay before it can be back on the map again, so avoid careless errors. HQs do have strong survival instincts though, and can only be spotted by an enemy unit that is adjacent to them, regardless of terrain or recon bonuses.
You will find this function in the Editor as OPs Resupply % in the Edit HQs screen.
Other HQ Changes
HQs can now hand out a large range of bonuses to their units. Two new additions to their functions include a modifier to Indirect Fire and a modifier to Direct Attack. These bonuses, up to +2 for both are quite significant. For example, the Russian 21st Army HQ near Kharkov has a +1 bonus to Indirect Fire. This happy state only lasts for the first three turns, and reflects the added power of Russian artillery at the start of a set piece battle, when the guns are ranged, the targets plotted and ammunition stockpiled.
You will find these functions in the Editor as IF Bonus and DF Bonus in the Edit HQs screen.
Hedgehogs
We have added the ability to create a Hedgehog to the game. Hedgehogs can be thought of as a step beyond entrenchments, and a unit cannot hedgehog unless it already entrenched. As with entrenchments, not all units can create a hedgehog. A hedgehog has the same type of bonuses as entrenchment, though obviously these would be better than those of a standard entrenchment.
The exception is an entry called OP Penalty Bonus, which determines how many steps the unit will notionally deduct from its real strength when working out the OP penalty that it exerts over the surrounding hexes. This is to reflect the fact that a hedgehogged unit has organised itself for all round defence rather than linearly, and thus is less capable of restricting enemy movement.
You can find the entry for this in the Entrenchment Rules section of Country Data in the Editor.
A Direct Fire Defense value (DF Defense) can be assigned to any strongpoint.
Supply System Simplified
In order to simplify the system and make life easier for the player, we have removed the Supply Trucks from the system. Now, HQs give Defensive Supply to any unit, belonging the HQs country, within their command range, regardless of whether the units belong to the HQ or not.
Units get Attack Supply from their immediate HQ, or any HQ subordinate to their HQ that belongs to their country. So in Kharkov, there are three countries on the Axis side; Germany, Romania and Hungary and HQs will only supply their own countries.
To be in supply, HQs themselves must trace a supply line of any length to a Supply Source, typically on the map edge. Supply Sources can supply a single country or an entire side, at the choice of the scenario designer.
Movement System Simplified
We have removed the system of Reserve OPs and Extended Movement and replaced it with a simplified system. Units now get a basic movement allowance which is increased, often substantially, if the unit is command range of their HQ at the start of the turn. Units outside of command range will find that their movement is quite restricted. Remember, if you are careless enough to lose your HQ in combat then there will be at least a one turn delay before it can be back on the map again, so avoid careless errors. HQs do have strong survival instincts though, and can only be spotted by an enemy unit that is adjacent to them, regardless of terrain or recon bonuses.
You will find this function in the Editor as OPs Resupply % in the Edit HQs screen.
Other HQ Changes
HQs can now hand out a large range of bonuses to their units. Two new additions to their functions include a modifier to Indirect Fire and a modifier to Direct Attack. These bonuses, up to +2 for both are quite significant. For example, the Russian 21st Army HQ near Kharkov has a +1 bonus to Indirect Fire. This happy state only lasts for the first three turns, and reflects the added power of Russian artillery at the start of a set piece battle, when the guns are ranged, the targets plotted and ammunition stockpiled.
You will find these functions in the Editor as IF Bonus and DF Bonus in the Edit HQs screen.
Hedgehogs
We have added the ability to create a Hedgehog to the game. Hedgehogs can be thought of as a step beyond entrenchments, and a unit cannot hedgehog unless it already entrenched. As with entrenchments, not all units can create a hedgehog. A hedgehog has the same type of bonuses as entrenchment, though obviously these would be better than those of a standard entrenchment.
The exception is an entry called OP Penalty Bonus, which determines how many steps the unit will notionally deduct from its real strength when working out the OP penalty that it exerts over the surrounding hexes. This is to reflect the fact that a hedgehogged unit has organised itself for all round defence rather than linearly, and thus is less capable of restricting enemy movement.
You can find the entry for this in the Entrenchment Rules section of Country Data in the Editor.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: An Introduction to Kharkov
This looks Good! Certainly a title I will pick up.
War does not determine who is right - only who is left.
RE: An Introduction to Kharkov
Wow you did it again solid games i own 3,and they are good 2 go when released.
RE: An Introduction to Kharkov
Erik,
Any news on the scenario creation front? Battlefront wasn't very successful there, specifically with regards to creating AI scenarios. There has not been a single battle with an AI created for BF, while there are enough created for BiI to last a few lifetimes...
Cheers
Any news on the scenario creation front? Battlefront wasn't very successful there, specifically with regards to creating AI scenarios. There has not been a single battle with an AI created for BF, while there are enough created for BiI to last a few lifetimes...
Cheers
- sol_invictus
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- HansBolter
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RE: An Introduction to Kharkov
Erik,
Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!
Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.
If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.
Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!
Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.
If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.
Hans
- Gregor_SSG
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- Contact:
RE: An Introduction to Kharkov
ORIGINAL: HansBolter
Erik,
Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!
Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.
If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.
The ingame capacity hasn't changed, but we have done a much better job with the manual and produced a quick reference guide that will really help. When I say we, I really mean long time supporter Chris Merchant, who has done a ton of work in this area.
Gregor
Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
- jhdeerslayer
- Posts: 1224
- Joined: Sat May 25, 2002 3:24 pm
- Location: Michigan
RE: An Introduction to Kharkov
ORIGINAL: HansBolter
Erik,
Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!
Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.
If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.
Tool tips would be awesome on top of the other interesting additions/changes.
- HansBolter
- Posts: 7374
- Joined: Thu Jul 06, 2006 12:30 pm
- Location: United States
RE: An Introduction to Kharkov
ORIGINAL: Gregor_SSG
ORIGINAL: HansBolter
Erik,
Please, please tell us this game engine will finally be getting tool tips for the bloody cryptic icons!!!
Don't get me wrong, I own every last game in this series and will certainly buy this one, but the damn series has been in need of an update to explain the icons to players for some time now.
If this was the only game series I played and I played it every day I would eventually memorize what all the icons represent, alas there are too many good games I get involved in to ever be able to dedicate my attention to any one.
The ingame capacity hasn't changed, but we have done a much better job with the manual and produced a quick reference guide that will really help. When I say we, I really mean long time supporter Chris Merchant, who has done a ton of work in this area.
Gregor
I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]
Why do you guys keep resisting updating this engine to modern game standards? Probably because we customers continue buying it anyway. Are we going to have to start boycotting the product to get you to do the right thing? Come on, I SHOULDN'T have to be beseeching you over this.
Hans
- HercMighty
- Posts: 397
- Joined: Fri Oct 31, 2003 7:09 pm
- Location: Minnesota, USA
RE: An Introduction to Kharkov
ORIGINAL: HansBolter
Why do you guys keep resisting updating this engine to modern game standards? Probably because we customers continue buying it anyway. Are we going to have to start boycotting the product to get you to do the right thing? Come on, I SHOULDN'T have to be beseeching you over this.
I'm passing, I've bought all the titles till now and it just isn't worth it anymore.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: An Introduction to Kharkov
ORIGINAL: HansBolter
I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]
Have a look at the quick reference card, I just posted a preview. It's actually quite handy and I've found it easier to get up to speed with Kharkov vs. previous SSG titles just by printing it out and having it nearby.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- HansBolter
- Posts: 7374
- Joined: Thu Jul 06, 2006 12:30 pm
- Location: United States
RE: An Introduction to Kharkov
ORIGINAL: Erik Rutins
ORIGINAL: HansBolter
I hope you realize this is a seriously disappointing answer. When I come back to this game after a hiatus of several days to a week of playing other games the last thing I want to have to do is wade through a stack of manuals for all my games to locate the proper one so I can bone up on what the icons represent. Quick reference cards get lost even more quickly than the manual. To be effective the info needs to be accessible within the game! [:@]
Have a look at the quick reference card, I just posted a preview. It's actually quite handy and I've found it easier to get up to speed with Kharkov vs. previous SSG titles just by printing it out and having it nearby.
Thanks Erik. It does look informative. Is it in fact a "card"? Something printed on heavy "card" paper stock that will be included in the game or ist it a PDF that I will have to print onto a flimsy piece of paper that will get lost amidst all the other flimsy pieces of paper stacked around my computer? If it is a PDF, calling it a "card" is a bit misleading.
Sorry if I'm being pedantic about this and I DO appreciate that SOME effort, no matter how small, is being made to address what is just about the only serious shortcoming of a what I consider to be the best "boardgame on a computer" game series on the market.
I guess the only answer is to tape it to the wall near the computer.................but I won't stop reminding you guys this is something I SHOULDN'T have to do!
One last bit of effort is all that is required to take this series to top and make it perfect.
Hans
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: An Introduction to Kharkov
ORIGINAL: HansBolter
Thanks Erik. It does look informative. Is it in fact a "card"? Something printed on heavy "card" paper stock that will be included in the game or ist it a PDF that I will have to print onto a flimsy piece of paper that will get lost amidst all the other flimsy pieces of paper stacked around my computer? If it is a PDF, calling it a "card" is a bit misleading.
The game comes with a printed manual, but the "card" itself is a PDF that's sized for normal paper. There are two pages, the first is what I showed, the second is a reference to all the hotkeys and such.
Sure, you could print it out and lose it, but printing it out again is easy. [8D]
Sorry if I'm being pedantic about this and I DO appreciate that SOME effort, no matter how small, is being made to address what is just about the only serious shortcoming of a what I consider to be the best "boardgame on a computer" game series on the market.
I guess the only answer is to tape it to the wall near the computer.................but I won't stop reminding you guys this is something I SHOULDN'T have to do!
One last bit of effort is all that is required to take this series to top and make it perfect.
Understood. I do think this is a better reference than we've had in any previous version though, where you did have to hunt through the manual a bit to find all the relevant info.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.