Table feel
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
3.17
Rating
7.22
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Kharkov 1943: Le Coup de Maître de Von Manstein has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replayability. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, it has a good replayability score of 7.9.
Kharkov 1943: Le Coup de Maître de Von Manstein has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning, making luck play a minor role in the game. The final luck score for this game is 7.67, indicating a low influence of luck.
This game is a two in one as it contains all the material for TWO battles of World War 2: Kharkov (1943) and Rostov (1941) both happening in the same corner of USSR. A fourth game of a planned series of six which all use the same rules, on 6 page leaflets. Published in a issue of Casus Belli and then used for a wargame tournament, the last two of the series never saw the light of day. Each game containing the global rules and a sheet of paper with the specifications for the scenario. Three of those 6 games were published by EuroGames: Moskva, Kharkov(Rostov) and Kursk. Strategical scale: Battalion, Division, Army Group. A turn is 4 days long, an hex represents around 10kms. The battle centers around tanks, but Infantry and Cavalry are an important element. Planes and Artillery are simulated with points which affect the game. Weather affects combat and movement as both battles (Kharkov and Rostov) happen in autumn/winter. Russian forces are better prepared for the weather conditions, while German forces are better equipped. Victory is gained by destroying opposing troops and conquering towns to score Victory Points.
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