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Downloads Home » Single Player Scenarios » The Battle of Kursk

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The Battle of Kursk

Author File Description
Meat Puppet DESIGN: This scenario was designed using the RON TaP Scenario Editor, with no custom scripting.

PLAYER: This is for the player who likes to see a lot of carnage, and wants a really hard, savage game.

WARNING: This is a very hard scenario. I haven't beaten it yet even, and I designed the darn thing. But I know it can be done. If you can do it, I will call you Superman.

SITUATION: After the disaster at Stalingrad, the German High Command has decided to crush the Kursk salient (a formation of Russian forces jutting into the German line) and regain the initiative in the war. The Soviets, appraised of the German plans, have decided to stay on the defense, absorb the German attack and chew up armor and resources, and then launch a major counteroffensive. In history, the Russian strategy worked and they counterpunched effectively enough that they kept the initiative for the rest of the war until they reached Berlin.

For more about this battle, visit this website:

http://dspace.dial.pipex.com/town/avenue/vy75/dbdsum.htm

(scroll down and you can click to see maps, orders of battle, history and more, it's pretty well done)

Can you change history? Your mission is to take Prokhorovka, a town at the top of the Kursk salient. By doing this, you will cut off and destroy significant Soviet forces (not on the map). However, the 5th Guard Tank Army stands in your way.

VICTORY CONDITIONS: If you take Prokhorovka and hold it, you will win the game. If you lose your own base of operations, Belgorod, you will lose the game. Kursk was the death grapple of massive armies, actually not one but many battles fought over a large front, over a long period of time. This scenario is a fast-moving, hard-playing type of game, but you'll find in many ways it's like a war of attrition.

VITALS: Modern Age. You and the Soviets both start with lots of resources. If you run out, you can buy more in the market. No citizens, nukes, spies, new generals after the ones you start with. You can't build artillery after you use up what you start with. 200 pop limit. Full technology except the civics research has been tweaked to get the borders about right. You cannot build libraries and you don't start with one.

FOG OF WAR: This is a fog of war map. You do not know where any of the enemy forces are. When enemy artillery pieces fire, you can see them, but otherwise you can't see the enemy until you confront them. This means it may be wise to risk a few light armored vehicles for reconnaissance.

FORCES: Your army is almost entirely tanks and other armored vehicles used for reconnaissance and combat. Neither side has airpower--it simply would have messed up the balance and infused tons of lag into the scenario. The Russians have infantry but won't build any more. On this map, you will be fighting many battles with almost all armored vehicles. You have four artillery pieces to start. They can shoot an incredibly long range.

GAME SYSTEM: This scenario uses a similar game system as the scenario "A Bridge Too Far: Operation Market Garden." Tanks can kill other tanks with a single shot. Anti-tank guns and anti-tank rifles are also pretty effective at killing tanks. Standard rifles, MGs, etc. are not effective against tanks. Infantry can kill infantry much easier. You get a range of tanks but your mainstay is the Tiger, while the Soviet mainstay is the T-34 (T-80 in the game). The Tiger is stronger and often will take two shots to kill by the Russian tanks, but the Russian tanks are faster and turn faster (more maneuverable). In a battle in this scenario, this can make a difference for the Russians (like in history). The result is the battles will explode on the screen as tanks wipe each other out. I suggest you play this game on "Very Slow" setting when battles start, so you can align your shots.

STRATEGY: You need to take Prokhorovka to destroy the "Kursk salient" but it is you who are also in a salient. The Russians are on your left flank and in front of you.

The big question in this game is, should you split your forces. The Russians can be distracted by feints, drawing forces away from your real objectives, so it makes sense to a degree to launch diversionary attacks with small armies split off your main army. However, the Russians will bear down on your attacks with everything they have, so expect your diversionary thrusts to get stopped cold. It can be unwieldy trying to manage so many tanks, so you will have to figure out ways to get your tanks in line so they can be most effective. Sometimes, I found a single tank very powerful--I was down to my last Tiger and kept retreating, turning and firing, then retreating again. I took out 5 enemy vehicles before they took my heroic tank down.

The first thing you're going to have to do is pause the game so you can get your administrative ducks lined up. You will notice you are looking at your capital (Belgorod, a captured Russian city). Immediately upgrade your church, become a Republic or Despot, and at the very least upgrade your foraging capability at your smelter so you don't get hit with as much attrition. Also, to the west of the city you have aluminum and a merchant; use the merchant on the aluminum so you get attrition benefits.

If you upgrade your foraging all the way and you have aluminum as a rare resources, you should be okay with attrition for the most part. If you get a little attrition, consider it the result of your forces being sniped at by unseen partisans while in Russian territory.

After that and getting acquainted with your forces and the map, you will notice that you have a few armored vehicles detached from the main forces; defensive anti-tank guns and infantry in the villages; and other troops scattered around. The infantry and anti-tank guns (WWI artillery in the game) are there for defensive purposes, although they can support attacks. The few light armored vehicles detached from the main forces are reconnaissance vehicles.

Your primary forces are divided into three major combat groups. You get a lot of military production facilities, which are preset as to their rally points (you can reset). Also notice that all your troops and production facilities are set on defensive mode. You may find it better for some troops, like recon units, to be set to "stand ground" (so they keep going and don't get bogged down in a fight), and the rest to be set at "Aggressive" mode. It's up to you.

While your recon units are exploring, just sit tight. Your long-range artillery near the front line, four howitzers surrounded by sand bags, will begin firing at enemy positions. Enemy artillery will respond, flashing on the screen. As soon as you see them pop up, designate your own artillery to destroy them. Once your artillery pieces fire, immediately move them, then fire, then move, etc.

Another way of doing this is to pull all your artillery back so they don't get wrecked, then designate one as bait, then fire back, move, bait, etc. until you kill off some of the very effective Russian artillery. Man, you don't want those Katusha rockets pounding your forces with no artillery of your own to pound back with. The Katushas will wreck your forces better than anything.

Notice that you have one city (capital) but also about 7 other "cities," which are your military bases representing major units in the 4th Panzer Army. The Soviets similarly have military bases and many military unit production facilities. If you take one of these "cities" and destroy its nearby production facilities, then you have effectively smashed that unit of the Soviet Army. It will be satisfying to destroy the "11th Tank Division."

So, finally, to grand strategy... You could go up the middle with everything, grind down the flanks, or feint and punch ("hold him by the nose and kick him in the butt"). You know that if you take enemy "cities" (bases), you will deprive the enemy of "revenue." If you take down enemy production facilities, you will deprive the enemy of reinforcement capacity. The Russians start with more facilities than you, so note that while you're attacking the Russians will be producing reinforcements a lot faster than you. If you can save at least 1-2 artillery pieces, you can destroy some of this infrastructure and even things out.

I kept bulling in and getting my nose bloodied until I got worried about my resources, but I think a good strategy for this scenario would be to methodically chip away at the enemy.

THAT'S IT: Can't think of anything else, that should do it. Thanks for playing, and I hope you have fun with this one. You will see huge, dramatic, fast-paced tank battles in forests, small rivers, and villages. Long-range artillery will pound your positions. Villages will go up in smoke. Massive casualties will result from any move you make. In short, it's Kursk. Have fun!

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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
spiritflyer very hard is right it took me three tries to win it

I will post a review later today
Meat Puppet
File Author
You are Superman!

Well done!

- MP
spiritflyer
Rating
4.8
Breakdown
Playability5.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5
(Insert Playability analysis here)

this is the best scenario slash mod that I have ever played its very hard I love it thank you for making it

Balance: 4
(Insert Balance analysis here)

this form of fighting that you made is everything I ever dreamed of the only thing that I thought could be edited is the tankes against buildings but that may have just been the way you wanted it I don't know

Creativity: 5
(Insert Creativity analysis here)

very creativite I have been wanting somthing just like this for so long thank you for satisfying me

Map Design: 5
(Insert Map Design analysis here)
great map

Story/Instructions: 5
(Insert Story/Instructions analysis here)
good as always

Additional Comments:

I have noticed that games like Rise of Nations never have real one bullet death combat play
I love how you have mastered the art I hope that others may follow your lead in this
Meat Puppet
File Author
Wow, that's a nice review, I appreciate it!

If you like this scenario, you should try "A Bridge Too Far: Operation Marketgarden." I also have a D-Day scenario called "Normandy Invasion" that will be coming out tomorrow or the next day, as soon as it's approved. In Normandy, you watch more nearly 500 units storm the beach and get cut down by entrenched German forces. I also took the "one bullet death" system and extended it so that infantry and MGs have longer ranges. The result is a sense of greater realism plus you get to see all the cool tracer fire lighting up the field. Let me know what you think of these other scenarios. Hopefully they are also on target.

As for tanks vs. buildings, what would you like to see changed? What I intended was that cities should be easy to take down, houses should be very hard to take down, and barracks, etc. should be very hard to take down. The reason for the houses being hard to take down is I didn't want entire villages being erased from the map. They can burn, but I'd rather not see the eye candy get wiped out so easily by the masses of tanks. As for the military production facilities such as barracks and tank factories, I made them very hard to take down because I found that the long-range artillery could destroy them in no time. I thought it would be unfair if one side had long-range artillery and started ripping apart all their enemy's barracks, etc. from long range. But maybe I could update the scenario to make these buildings easier to destroy, and see if people like that. Let me know what you think.
Meat Puppet
File Author
I really like one-bullet death combat play and especially changing the effectiveness of different units against each other--for example, riflemen should have a very hard time taking down even one tank, while the tank should blow them up pretty easily. Etc.

The toughest thing about one-bullet combat play is that it doesn't account for misses. Not every bullet kills an enemy. What I did for that was make it more like two bullets/death so the killing wasn't so instantaneous. The second toughest thing is that it doesn't allow the use of cover to provide protection against being shot.

Another hard thing to tweak was the armor vs. armor. Some tanks had better armor than others, for example. The Tiger was a tougher tank than the T-34, but the T-34 was more maneuverable.

If anybody plays these latest scenarios I've been doing and has any comments about this type of variation on the RON combat system, I'm all ears. I'd really like to create an ultimate standard combat system from which I could create a number of battle situations.
spiritflyer As for tanks vs. buildings, what would you like to see changed? What I intended was that cities should be easy to take down, houses should be very hard to take down, and barracks, etc. should be very hard to take down. The reason for the houses being hard to take down is I didn't want entire villages being erased from the map. They can burn, but I'd rather not see the eye candy get wiped out so easily by the masses of tanks. As for the military production facilities such as barracks and tank factories, I made them very hard to take down because I found that the long-range artillery could destroy them in no time. I thought it would be unfair if one side had long-range artillery and started ripping apart all their enemy's barracks, etc. from long range. But maybe I could update the scenario to make these buildings easier to destroy, and see if people like that. Let me know what you think.


ah okay that makes more sense you don't need to change it


I am slowly playing all your scenarios And when I do I will post reviews on them

uthum876 Meat Puppet you are perhaps the best scnario maker I have ever seen. I tried the one bullet, one kill concept myself. It worked for some degree but the game became very unbalanced. Listen I am currently working on a world war two project. I am very good at skining I have skinned a lot of units for the project already, but I have only worked on the "desert war" part of the project. This features the war in North Afirca between the Axis and British forces. I was wondering if you could put a scenario campaign together for me. I will give you the skins and models. What I have so far is very authentic, especially the German forces. I still need to finish the Italian forces. I can send you some screen shots if you want. So if you are interested you can contact me at uthumf@yahoo.com. Thanks!
Meat Puppet
File Author
Hey Uthum,

Thank you for the kind words, I appreciate it! I'm kind of not doing scenarios right now because my scenario editor keeps screwing up and I'm sort of wiped out from my scenario-making spree. So I'm taking a break for a while until I'm feeling creative again.

Also, your project sounds great and it would be ideal for a one-bullet, one-kill scenario. But using custom skins would require scripting and I have no idea how to do scripting, I never bother to learn and I only just now started looking at it. I do have a few pieces of advice for you, though:

1. You could hook up with KingRoy. He's another scenario maker on this site and knows scripting inside and out, apparently. He can also inject sound and some special effects through scripting. He sounds like he's into collaborating, since he offered to work with me on a joint scenario at one time.

2. With a North Africa scenario, speed, mobility and tanks will make or break the game. Much of the map may be open desert. One big question will be airpower, whether you should allow it. I believe it's always good to have at least some fog of war, particularly in a map that may have a lot of open desert.

3. If you want, I could give you the settings of the troops and tanks I used for Kursk, with the added recommendation that you should make the ranges a little longer. Then you playtest it so that it's very hard for you to win, even though you know where everything is on the map. To add a layer of intelligence to the AI, I sometimes build two players who are basically the same nation and allies--one has a capital, so they will bunch their army up and counterattack mostly, and other has no city so they will patrol or stay in their positions on the map. It allows the AI to have both static defensive forces scattered around and also a central field army that will fight you. I have definitely found this advantageous because my scenario editor won't allow me to tell units to patrol--it immediately bunches them up around the capital if there's a city.

Again, it sounds like a great project you're working on and I wish you luck with it! When I see it posted here, I will play it and give you some feedback if you want!
BillyChaka iamcandian, why do you always have to bash people, man?
uthum876 Thanks for the advice dude, i'll consult kingroy1.

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Rating
3.5
Breakdown
Playability3.7
Balance3.0
Creativity3.7
Map Design3.7
Story/Instructions3.7
Statistics
Downloads:2,354
Favorites: [Who?]0
Size:184.96 KB
Added:01/23/05