# Enemy Action: Kharkov ## General Info - **Year Published**: 2022 - **BGG Rating**: 8.6 - **BGG Rank**: #5058 - **Players**: 1-2 (Best with: 1) - **Duration**: 15-300 min - **Weight**: 3.96 / 5 - **Designers**: John H. Butterfield - **Artists**: Knut Grünitz - **Publishers**: Compass Games - **Categories**: Wargame, World War II - **Mechanics**: Campaign / Battle Card Driven, Chit-Pull System, Grid Movement, Hexagon Grid, Impulse Movement, Movement Points, Ratio / Combat Results Table, Simulation, Solo / Solitaire Game, Zone of Control ## Verdict For those who love wargames with a historical feel and clever mechanics, Enemy Action: Kharkov is a must-have! It throws you right into the Eastern Front of WWII, with tense decisions every time you play a card.Deep historical immersionVersatile card systemExcellent solo modeDice-less combatRequires card text readingInitial learning curveHIGHLY RECOMMENDED ## Description Gather 'round, folks! If you're into solid wargames that drop you right into the heart of World War II, you've got to check out Enemy Action: Kharkov. This is the second game in John Butterfield's acclaimed Enemy Action series, and it really heats things up with the Third Battle of Kharkov, an epic clash on the Eastern Front. Remember that turning point after Stalingrad? This is where the German army put a halt to Soviet victories. In the late winter of 1943, the Soviets launched an audacious offensive, but the Germans responded with a counter-offensive known as Von Manstein's 'Back Hand Blow'. The game is super flexible: you can play with two players, each commanding a side, or take on the solo challenge, controlling both Soviet and German forces. The gameplay is card-driven, meaning each card has multiple uses: activate units, trigger special events, or gain an edge in combat. And the best part? No dice or boring tables! Combat is resolved using a chit-pull system that creates a unique narrative for each battle. In solo mode, things get even more intense with 'fog of war,' where you don't know where the enemy is until you encounter them. Enemy units disappear and reappear, simulating real tactics. Kharkov also introduces elements like Soviet partisans, withdrawal under fire, armor attrition, and Von Manstein's famous 'Rochade.' Be prepared to deal with spring thaw and mud that can mess with your plans. It's a game with moderate complexity, but it was designed with solo play in mind, featuring a detailed map and turns representing days of combat. If you're looking for immersion and tactical decisions with every move, this one's for you! ## How to Play Game Objective In Enemy Action: Kharkov, you take command of German forces in a desperate struggle against the Soviet advance. The primary objective is to withstand the enemy offensive, hold strategic positions, and, if possible, inflict significant losses on the adversary. Victory is determined by the accumulated score at the end of the game, reflecting success in achieving objectives and maintaining control of key areas. Setup Refer to the rulebook for details on this section. Game Flow The game progresses through a sequence of phases that make up a Game Turn. The order of phases is as follows: Reserve Phase Units are removed from the current turn's space and placed in their reserve boxes. For German forces, there is the option to Deploy delayed German reserves (7.3). Card Preparation Phase This phase involves preparing the German cards and drawing the initial hand: This turn's primary reinforcement cards are placed face down on the draw pile. Secondary reinforcement cards are placed face down on the available secondary card pile. The available secondary cards are shuffled. The quantity indicated for this turn is dealt and placed face down on the draw pile. Previous turn's discarded secondary cards are placed face down on the available secondary card pile. Previous turn's discarded primary cards are placed face down on the draw pile. The draw pile is shuffled, and you draw your initial hand, respecting the hand size limit for this turn. The Soviet Deck is shuffled to form the Soviet draw pile, including any reinforcement cards entering this turn. Supply Phase This phase determines the supply status of units: Garrisons are placed on eligible Soviet hexes with VP and on villages. German unit supply status is determined, followed by Soviet units. Out of Supply and Isolated markers are removed from units in supply. Out of Supply markers are placed on units out of supply. If a unit is already Out of Supply, an Isolated marker is placed. If already isolated, surrender is checked. VPs are checked to determine the use of the Soviet support line. Front objective marker removal is checked. Command Phase This phase is conducted through alternating impulses, starting with the Soviets. Soviet Impulse Two Soviet cards are drawn. One card is placed in the Command Card Box according to preference: a) primary card; b) card with the highest Command Rating; c) card with the lowest ID. The other card is placed in the Auxiliary Card box. If the auxiliary card has a valid Command Event (not a Special Event), it is implemented, and the card is discarded. The first listed command on the command card that applies is conducted. Commands may include: Special event or command event. Assignment of replacements. Activation of units in a specified formation and conducting the following steps: Checking for formation objective marker relocation. Movement of active units on the map. Conducting attack checks and attacks with active units. For each non-overwhelming attack: eligible active reserve units are added; if the attack is on Soviet support, a card is drawn as a combat tactic; and application of the auxiliary card's combat tactic is checked. You may play German cards as combat tactics in response to Soviet attacks. Placement of eligible active reserve units on the map. Removal of eligible active units to the reserve box. Placement of an IP marker on an eligible active unit. Removal of Dispersed markers from active units. After completing the command, the command card is discarded. Then, if there is an auxiliary card, it is moved to the Command Card box, and another command is conducted. If there is no card in the Auxiliary Card box, the Soviet impulse ends. German Impulse A card is played to initiate ONE command listed on the card: Activation of all units in a specified formation. Activation of a Kampfgruppe, if specified on the card. Once per turn, activation of 1 unit capable of tracing supply, regardless of formation. This unit cannot attack. Deployment of reserve units into a specified formation. Assignment of replacements to units in a specified formation. Implementation of a command event or special event on the card. You cannot activate a unit or formation that was activated in the immediately preceding German impulse. If conducting an activation command, do so in the following order: Removal of Soviet Garrison. Movement. Attacks. You may play cards as combat tactics. Placement of IP markers. Removal of Dispersed markers. You may pass if the German draw pile is empty and there is only 1 card in hand. After completing a command, draw cards up to your hand size limit, then begin the Soviet impulse. Soviet and German impulses alternate. When one side runs out of cards, the other side takes consecutive impulses until both draw piles and card hands are depleted, ending the game turn. Heavy Mud Game-Turn Sequence of Play On heavy mud turns, the sequence of play is modified: Reserve Phase: As in the Standard Sequence of Play (SOP). Card Preparation Phase: Conduct step 3 only. Supply Phase: Skip entirely, except for removing OOS and Isolated markers from units now in supply. Command Phase: Skip entirely. Instead, assign each side two infantry replacement steps. End of Turn Phase: As in the SOP, but without a victory check. End of Turn Phase At the end of each game turn: Victory levels are checked in the current turn's space. All combat markers are returned to the urn. Dispersed and Forward Support markers are removed. Garrison marker removal from villages is checked. All Soviet objective markers are removed from play. The turn marker is advanced on the calendar, and the next turn begins. Actions and How to Play Refer to the rulebook for details on this section. End of Game and Scoring Refer to the rulebook for details on this section. Tips for Winning Refer to the rulebook for details on this section. ## FAQ ### What is the average playtime? Playtime can vary significantly, from 15 minutes for short scenarios to 5 hours for the full campaign. It heavily depends on player experience and the chosen scenario. ### Is this game only for two players? No! It's designed for 1 or 2 players. The solo mode is one of the game's strengths, allowing you to control either side. ### Does combat use dice? Not at all! Combat in Enemy Action: Kharkov is resolved using a chit-pull system, which adds an interesting narrative and tactical layer without relying on dice luck. ### Do I need to know English to play? Yes, the game has extensive language dependency, with most important information on the cards. A full translation is needed to play in Portuguese. ### Is it very complicated to learn? The complexity is considered moderate. It's a wargame, so it has its specific rules, but the Enemy Action series is known for being more accessible than other games in the genre. The well-implemented solo mode helps with the learning curve. ### Who do you recommend this game for? Recommended for fans of historical wargames, especially World War II and the Eastern Front. 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