It depends on what “work” means – in other words, on whether players would consider a Kursk scenario appealing. Conceptually, Kursk would be similar to A&A D-Day (minus the water) in the sense that the battle was fundamentally a frontal assault on a heavily-defended static position, and similar to A&A Battle of the Bulge in the sense that it would involve ground forces driving into enemy lines, but different from both games in the sense that from the German point of view Kursk was a pincer movement aimed at pinching off a salient, and that from the Russian point of view it was a two-stage offensive-defensive battle. Personally I think it has good potential to make an interesting game, if it’s designed properly.
Jim010's Pacific at War (Game Review)
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Setting up convoys to reap the benefits of conquest, and the West pushing back:
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Hard to overcome the inexhaustable supply of Chinese men. Both the Communosts and Nationalists are pushing back:
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Summer 1944. Asia and the Pacific are looking like tougher conquests than Japan thought:
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Now have 2 sets of rules with optional rules.
Standard rules use a more Axis & Allies turn based system.
In standard rules, all Axis move first simultaneously, followed by Allies. That would encompass 1 entire season (4 seasons to a year).
Defender withdrawing still allowed, but can no longer move units into space the attacker is attacking (except for air units).
No more initiative in standard rules.
PM me to get an updated copy of the rules.
Cheers





