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Cherkassy Pocket: Encirclement At Korsun box art

Cherkassy Pocket: Encirclement At Korsun

Players

2

Time

?-?

Age

12+

Weight

2.33

Rating

6.43

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.7

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.

Replay value

Cherkassy Pocket: Encirclement at Korsun has a high replayability score, offering a great degree of variability in each playthrough with its variable gameboard and strategic depth. The presence of expansions adds to the replay value, and the game scales well with different player counts. While it may not be the easiest game to learn, it offers a rewarding experience for players who invest time in understanding its depth.

Luck profile

The final luck score for Cherkassy Pocket: Encirclement at Korsun is 7.33, indicating a moderate influence of luck. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

"Cherkassy Pocket: Encirclement at Korsun", In the depths of the winter of 1944, the Soviet Red Army executes a pincer operation against a salient in the German lines near the town of Cherkassy. Prevented from retreat by orders of Adolf Hitler, the German forces soon found themselves pocketed, their only supply source an airfield at the town called Korsun. The Soviets relentlessly tighten their stranglehold against the German troops in the pocket. At the same time, the Germans mount increasingly strong relief efforts against the outer Soviet perimeter. Can the German relief forces break the Soviet lines before the Soviet forces completely destroy the pocketed troops? Cherkassy Pocket was designed by John Desch, and features a system similar to his wargames Wave of Terror and Berlin 45. Units are battalions and brigades, and the ground scale is 1.25 miles per hex. Each game turn represents 24 hours, and each player gets to move and perform combat twice in a turn. When it's time to activate friendly units, a player may choose to move first and then fight or vice versa. There are special rules to reflect the failure of Soviet tank maintenance, the use of the Korsun airfield as a supply source, Soviet difficulties in coordinating multi-formation attacks, and the ability for tank units to infiltrate enemy lines. Four scenarios allow you to play different portions of the battle, or to play the whole 23 turn campaign. Game Scale: Game Turn: 1 day Hex: 1.25 miles / 2 kilometers Units: Battalion to Brigades Game Inventory: One 22 x 34" full color map Three dual-side printed countersheets (540 1/2" counters) One 16-page Cherkassy Pocket rulebook Three single-side printed Player Aid Cards One 6-sided dice Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

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Editions

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Credits

Designers

1
John Desch

Artists

1
Callie Cummins

Publishers

1
Decision Games (I)

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