Classic Gaming:
SPI's Kharkov

by James P. Werbaneth, Alison Park, Pennsylvania

The Strategy & Tactics of the late 1970's enjoyed and continues to enjoy a reputation second to no other game magazine. It is a reputation fully justified. One of the finest issue games from that era was Kharkov, designed by Stephen Patrick, and published in S & T Number 68 (May-June 1978). An operational-level treatment of the first premeditated Soviet offensive of World War II, against the German Sixth Army, it is an ironic preamble to Stalingrad.

The wargame's foundation is derived from the system used in a more celebrated SPI classic, Panzergruppe Guderian (also later published by Avalon Hill). The hex scale is 6.9 kilometers, each turn equals a day, and most units are divisions, with smaller mechanized units. Remaining from the earlier game is its defining characteristic, untried Soviet units.

All of that side's forces, except Guards Rifle Divisions, start the game inverted, with their combat strengths hidden from both players. Only when irrevocably committed to combat are their capabilities, or lack thereof, made known.

This gives Kharkov extraordinary replayability, as a heavy element of randomness is introduced to Soviet deployment and reinforcement. In addition, it is very difficult for either player to make fool proof plans for that perfect three to one attack, at least until all the Soviets involved have seen combat. Even then, the mortality rate of battle in Kharkov is so high that veteran Soviet counters do not have long life expectancies.

There are substantial changes to the original system that better permit it to simulate the relative advantages of each military system. German units can leave enemy zones of control through movement, whereas those in Panzergruppe Guderian were, like the Soviets, locked in until separated by combat. Moreover, German infantry regiments can form hedgehogs, sacrificing their zones of control and mobility for a higher defensive capability. On the other side, Soviet units have their own advantages. In the first two turns, they can infiltrate between Axis units, rendering the enemy lines porous at a critical stage. Coupled with this is a random "breakthrough morale bonus" when they attack. Prior to every Soviet attack, the player rolls the die to find a beneficial odds shift. Basically, the earlier the turn, the better the bonus.

Finally, the Soviets have major reserves. These are concentrated in a single counter per army, from which they are committed to battle gradually. Yet this also reflects the inflexibility of the Soviet army, and its inability to fully control its own forces. At the start of the game, the Soviets control a massive salient driven into the German front, but are limited to attacking from the northern shoulder, toward the city of Kharkov. Though substantial, the armies to the south are relegated to observer status until the Kremlin can activate their headquarters.

The Germans have similar problems. Just before the Soviet onslaught, they had been planning their own offensive, Operation Frederickus, against the southern flank of the Russian bulge. But also like their foes, the Germans were prevented from immediately committing their forces, in this case by logistical as well as staff considerations. This creates an interesting pattern in the game. At first, waves of Soviet forces rip into the northern German units. They have to hang on, defending Kharkov and trying to maintain a reasonably coherent front line.

The character of the game changes abruptly when the Germans are able to launch Operation Frederickus. This time it is the Soviets' turn to hang on for dear life, as the panzers slash into their flanks and rear. Kharkov presents that most rare and treasured of strategic situations; both sides get to launch crushing attacks, and each must fight desperately on the defense.

It is also a high accomplishment in that it never disappoints. Panzergruppe Guderian ranks as one of the best and most influential wargames ever, but if anything, Kharkov improves on its illustrious predecessor.


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© Copyright 1994 by David W. Tschanz.
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