Everyone should have their game by now. I am aware of a couple of problems. If you haven't received your game, or if there is a problem, email firstname.lastname@example.org. That's the fastest way to get the problem fixed, and we want to get ALL the problems fixed.
We are running another Kickstarter right now. As the sub-head would indicate, it's titled Platoon Commander Deluxe: Kursk. Less than five days in and the game has not only funded, but has smashed through nine, count-em... nine, stretch goals and are within 5 pledges of unlocking the tenth. Click here for more info.
The is a platoon-level (one step up from Old School Tactical's squad-level) game that depicts the famous encounters at Kursk through fourteen historical scenarios.
So, What's Different? I hear that a lot. With all the tactical games on the market, what makes Platoon Commander Deluxe: Kursk different?
- Clutterless counters. PCD:K uses color to determine a weapon's range. For example, an Armor Piercing factor printed on gold indicates that the weapon can fire normally at a target up to four hexes away.
- Unique phasing. Players alternate attacking in the Fire Phase, but move all their units at once during the Movement Phase.
- Flanking Friendly Close Assault Phase. Units do not enter the hex of the Close Assault target, but rather attack from adjacent hexes. This allows the attacker to not only amass the overwhelming odds needed to take that key position, but also attack from multiple directions, which provide a flanking bonus. Additionally, alternating attacks in the Close Assault phase allow defenders to conduct true spoiling attacks.
- Ranged combat results are based not only an the target's armor factor and terrain, which determine the column on which the attack is executed, but also the target unit's morale which determines how many hits affected the target.
- Artillery is card driven. Neither player knows the other's artillery capability by glancing at a scenario card. Artillery barrages are determined by Action Cards. Action Cards. PCD:K is not card driven, but rather card assisted. The Action Cards provide artillery, rally units, provide combat bonuses, and even unexpected Opportunity Fire shots.
- Focus and Aid Markers. These markers allow players to influence the battle much as their real life counterparts would. Players may choose to focus on a specific area, providing combat bonuses, or provide additional aid to those disrupted by fire.