Kharkov (SPI - S&T 68)

Classic PGG style game on the Second Battle of Kharkov in May 1942.

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Comment by Greg Blanchett on January 1, 2012 at 1:33pm

With VCS, I can tie things into the Support Points. I could have the German player need to accumulate a certain amount to launch his southern forces. But if the Soviet has put enough pressure against Kharkov, he may have used too many there and be unable to attack until later.

Or I could just have a dieroll for the release of the southern units. Maybe by formation...

Or combination of the two. Things to explore...  :-)

Comment by Eric Walters on January 1, 2012 at 12:16pm

Variable launch of FRIDERICUS?  Now that would definitely help things!  Would put the Soviets on the horns of an interesting dilemma--do I put reserves towards the Kharkhov drive, knowing I'll most certainly lose the Izyum Bulge (but hey, they'd gain more ground where it mattered) or do I deploy them versus Kleist in hopes of getting most of my troops out of the someday-to-be-formed pocket since I don't think I can get Kharkhov?   Hmmm....

Comment by Greg Blanchett on January 1, 2012 at 12:12pm

I think most of that goes with the situation. With hindsight, it has the typical "Bulge Syndrome". I'm starting to lean toward a variable launch of Fridericus in my VCS design to maybe alleviate some of that...

Comment by Eric Walters on January 1, 2012 at 10:50am

My biggest beef with this game was that you could forecast the outcome pretty early on fairly frequently.  If the Soviets did well in their Kharkhov drive, then you kept playing because it could be a pretty close game, even with Germans launching their counteroffensive against the Izyum bulge, OPERATION FRIDERICUS.  But if the Soviets couldn't get far in their initial attack, then it was hard to keep going--usually the Soviet player would fail his PMC ("Personal Morale Check.")  Not a problem playing it solitaire, though!

Comment by Eric Walters on January 1, 2012 at 10:49am

FULDA GAP was a PGG system game too, though set in West Germany during the Cold War.  Of all the games in the system, none were as enduring or beloved as the original title, PANZERGRUPPE GUDERIAN, although one could argue that COBRA came closest.  DRIVE ON STALINGRAD never seemed to work well enough for me and I can appreciate what was done in the redesign that Decision Games eventually executed.  LENINGRAD was a nice, tight little game but under-appreciated, and I wasn't a fan of any of the games in the ARMY GROUP SOUTH QUAD, sigh.  FULDA GAP wasn't much for me either.

Comment by Greg Blanchett on January 1, 2012 at 9:04am

PGG = Panzergruppe Guderian (SPI/AH).

  • Kharkov
  • Leningrad
  • Drive on Stalingrad
  • Army Group South Quad
  • Cobra

It's a much longer list if you count all the derivatives, too...  :-)

Comment by Roger Morley on January 1, 2012 at 7:00am

Forgive my ignorance, but what does PGG stand for and what other games were in the series?

Comment by Eric Walters on December 31, 2011 at 11:02pm

Not a bad S&T issue game, but it never did much for me (I know Jim Werbaneth will strongly disagree!), especially when compared to others in the PGG series.  Enjoyed it as a solitaire exercise, though!

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