From The Wargamer Designer's Response by Jack Radey I must say that it is one of the satisfactions of doing the work to produce such a game as Duel For Kharkov to have someone appreciate it! (It sure ain't for the money, honey!) Brother Alsen's review, and the mail that I have received to date have certainly been gratifying. Indeed, as John correctly points out, Duel For Kharkov is precisely the synthesis of seven years of People's War Games development, starting with Korsun Pocket and proceeding through Kanev and Black Sea through 3W's Kirovograd and our own Wolf's Lair. On the way I have freely borrowed from the work of Dunnigan, Balkoski, Prados, Chadwick, Goldberg, Berg, Bolt, Helmer and Astell, as well as others. In addition, 1 have added a few wrinkles of my own. In the process 1 like to think that I have gained some insights into the nature of operational level warfare in the USSR in the 1943-44 period and I think that Kharkov is as close as I have come so far to making both a good game and a good simulation of it. Let me deal with a few of the questions that John has raised and then add a few comments. The German motorized units lacking the tank silouhette on the back are the SS Panzer Corps HG, the HG of the AH SS Panzer Division, it's panzer regiment, and its motorized and panzer grenadier regiments; nothing important! While some have described this as a printer's error, it is, of course, mine. However it is easily solved in the home. You will need a single edged razor blade or exacto knife and a glue stick or some other glue. Simply slice off the backs of the counters (do the SS boys first for practice) and then the tanks off the backs of the SS formation markers where they are unneeded and carefully glue them on the bare backsides of the SS units. Presto, should take you about five minutes. Sorry about that. The problem of formation subordination is more serious, but here the decision was made consciously, if not necessarily correctly. My rationale in not, for example, putting "Popov" on top of the HQ units of the III, IV Gds, X and XVIII Tank Corps was to allow the Soviet player the flexibility to transfer corps from one army or front to another. For further clarity, Southwest Front includes 6th and 1st Guards Armies and Mobile Group Popov, 6th Army includes IV Gd and XV Gd Rifle Corps, 1 Gd, 11 and XXV Tank Corps, and 1 Gd Cavalry Corps, as well as a lot of other stuff With the Army clearly indicated on the top. 1st Guards Army includes VI Gds Rifle Corps, and Mobile Group Popov includes the four tank. corps listed above plus other stuff. Voronezh Front contains the 40th, 69th, 64th, and 3rd Tank Army. The latter contains the X11 and XV Tank Corps and the VI Gd Cav Corps, while 40th Army has the V Cd Tank Corps and 69th Army has the II Gd Tank Corps. The rationale in leaving this information off of the counters was that these formations, even to a greater extent than the infantry divisions, got shifted around during the course of the battle. For the Germans it was far worse, with corps boundaries and attachments often changing every few days. If I had given higher headquarter designations on the counters, they would have been correct for only a small part of the battle, and probably inhibited some players from exercising realistic flexibility in their conduct of the battle. John is correct, bridges without roads or railroads crossing them negate the movement effects of the rivers they cross but not the combat effects. Friendly German Board edges/entry areas include everything A through E and P through S (i.e. the southern, eastern, and a bit of the northern board edges), while the Soviet areas are H through L, and after the February 5th turn, G through L (i.e. the area on the northern and eastern board edges east of the Donets River). That also brings up the question of what is west (east) of the Donets River. Actually, the Donets on the southern map runs predominantly Northeast to Southwest. The river flows southward towards the Sea of Azov and I could have said the right bank (face down stream to determine which is the right bank). However, I figured that most people would understand. While no Soviet units except partisans start the game west of the Donets, many German units start there and with competent play they will all be there shortly. When measuring to see if a unit or formation is 15 hexes west of the Donets, count from the unit to the nearest Donets hexside to the unit. I cannot imagine a way to do this with hex coordinates. When movement is halved, fractions are retained, and they are rounded neither up nor down. When a unit is attached to a new formation, it can be either noted on scratch paper or kept in the player's head. If you really have a problem with it, you can always get a blank marker and indicate on it the new subordination and put it under the unit. Further errata: Alexeyevskoye on the northern map should be in Hex 3133, the name is there but no village. In the second paragraph on disruption, p.14 column 2, the words "…the unit would…" should be followed by "…, if disrupted again in the second enemy combat round, …" This is the biggest rules glitch, it went back and forth in playtesting but was finally deemed to be far too unbalancing and not terribly realistic, namely, no matter what the air rules and examples say, commit bombers, stukas or shturmaviks defensively. Another item that I was sure was in the rules concerns the question of losses. If both sides in a combat have strengths in excess of 20 strength points, then the losses of both sides in the battle are doubled. This only appears under the examples of "Knock knock, who's there'?". On the Orders Chart, the combat modifiers were stated backwards in some cases, namely that's D -1, not +1 on Defense, D +1 not -1 on Pursuit and D +2 not -2 on Travel. Those pluses and minuses are shifts on the CRT. On the Terrain Effects Chart there should be a -3 modifier for cities, while on the Combat Results Table it should read at the bottom that odds of less than 1-3 are read as 1-3. Although it says so, I will repeat that no regiment has a ZOC. When I set out to design Kirovograd for 3W, I had a few ideas in mind. Perhaps a few more than Keith had bargained for, as rather than a simple game system which had complexity layered onto it, the complexity lay at the heart of the game dynamic, and could not be easily simplified. In Kharkov, I think that I improved the Kirovograd system considerably, so that it is possible that Kharkov, with 800 counters and two maps, may have a lighter counter density and faster playing time per turn than Kirovograd with one map and 300 counters. Finally, I would like to end with a quote from a gamer who recently played this game, having never, I believe, played a People's War Game before, I had more fun losing this game than winning most other games I have played." Think of how much fun this may be to win! NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)