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Spring Prelude: Second Kharkov, May 1942

A stand-alone game of the Second Battle of Kharkov (12-27 May 1942), the failed Soviet offensive to recapture Kharkov, and the subsequent German attack which produced the last great pocket of Soviet prisoners during the spring of 1942.
Base price with tax £68.95
Sales price £61.95
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Description

ETA Late 2024

Spring Prelude is a stand-alone game of the Second Battle of Kharkov (12-27 May 1942), the failed Soviet offensive to recapture Kharkov, and the subsequent German attack which produced the last great pocket of Soviet prisoners during the spring of 1942. Players will conduct operations as either Soviet Direction Commander Timoshenko or the German commander of Army Group South, von Bock.

The game utilizes the strength chit-pull mechanics originally from the Victory in the West series and further refined in its VCS series descendant. New rules cover how rain, mud, and swollen rivers played their part in the beginning stages. Stacking rules use relative unit sizes which are portrayed using white or gray dots. The addition of Headquarters will allow the Soviet command structure to feature in a more accurate way. Air missions are expanded to cover a few more options. Of course, what would the game be without the Soviet doctrine restrictions?

Background work is primarily based on Kharkov 1942: Anatomy of a Military Disaster by David Glantz with some OOB fleshing by Nafziger and maps based on post-war USGS surveys (which were themselves taken from wartime Soviet surveys).

The Second Battle of Kharkov is the perfect situation to entice players into the world of strength chits. One not heavily covered by titles and sporting the fact that during the fighting both sides were attacker and defender. Given this situation, a wide variety of outcomes were theoretically possible. Which one will your forces achieve?

 

INCLUDED SCENARIOS

#1 Northern Pincer – This historical scenario uses a portion of a single map as an introduction to the full campaign. The scenario provides the players a look at one thrust of the plan that was designed to capture Kharkov between two forces. The goal of this scenario is to study the true threat to German plans posed by the Soviet forces east of the city. Scenario Duration: Turns 1-6 (12-17 May), northern section of Map E.

#2 Izyum Salient – This is the full historical campaign covering both offensives as the battle flows back and forth across the steppe. You can use all the bells and whistles for this one. Scenario Duration : Turns 1-16 (12-27 May), both maps.

#3 Aggressive Timoshenko – This is a fictional situation that assumes the Soviets are ready to attack on the originally planned kick-off date. The scenario plays the same as the historical campaign, but things are shifted 8 days earlier. The initial setup will be slightly modified and some German reinforcements take longer to arrive. Scenario Duration: Turns 1-20 (4-23 May), both maps.

#4 Passive Timoshenko – This is a fictional situation that places the Soviets on a stronger footing. The scenario postulates that Timoshenko did not propose his attack plans to Stalin and the head man himself was more occupied with other parts of the front. In this case, Fridericus is launched as planned by the Germans against a dug-in and defensive-minded Soviet force. Will there still be a pocket? Scenario Duration: Turns 1-10 (18-27 May), southern half of Map E.

 

Product Information:

  • Complexity: Medium (5/6 out of 10)
  • Playing time: 2 hours for intro scenario; 8+ hours for full campaign
  • Solitaire Suitability: MEDIUM
  • Players: 1-2
  • Map Scale: 1 hex = 3 miles
  • Time Scale: 1 Turn = 1 Day
  • Unit Scale: German regiments and Soviet divisions, with brigades and battalions
  • Game Designer: Greg Blanchett
  • Game Artist: Ilya Kudriashov

 

Game Components:

  • Two 22” x 34” game maps
  • Three counter sheets (840 pieces at 1/2″ size)
  • Ten Player Aid Cards, including Scenario set-ups
  • Rules Booklet
  • Two 6-sided dice
  • Box and Lid set