BATTLEGROUP KURSK TABLETOP WARGAMES RULES FOR

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1 PUBLISHING TM

2 BATTLEGROUP KURSK TABLETOP WARGAMES RULES FOR 15mm & 20mm MINIATURES by WARWICK KINRADE

3 2 BATTLEGROUP KURSK

4 3

5 Battle Group Kursk Intro Game Size Table THE BATTLE OF KURSK Operation Citadel Force Lists Timeline for the Battle of Kursk - North Timeline for the Battle of Kursk - South CONTENTS THE INGLORIOUS 12th JULY First Charge at Hill West of the Oktiabrski State Farm Defence of the Stalinskoe State Farm Holding the Flank at Mikhailovka The Death s Head at Andreevka Surrounded at Komosolets Counter-Attack at Vinogradovka THE ARMY LISTS Unit Availability Table The German Army at Kursk German Equipment Armoured Vehicles Soft-skinned Vehicles and Aircraft German Guns Panzer Division Battlegroup Infantry Division Battlegroup The Russian Army at Kursk Russian Equipment Armoured Vehicles Russian Guns Soft-skinned Vehicles and Aircraft Tank Corps Battlegroup Rifle Divison Battlegroup APPENDIX Battle Group Organisation Chart Rules Referece Sheet German Equipment Armoured Vehicles Soft-skinned Vehicles and Aircraft German Guns Russian Equipment Armoured Vehicles Russian Guns Soft-skinned Vehicles and Aircraft BATTLES AT KURSK The Terrain of Kursk Scenarios Clash of Reconnaissance Attack/ Counter-Attack Flank Attack Bridgehead Breakout Defence Line High Ground Strongpoint Attack CREDITS Written by Warwick Kinrade Archive Photography from Bundesarchiv, Koblenz Novosti Archive, Moscow Miniature Photography by Warwick Kinrade Art and Sketches by Dave Pentland Production by Artorus Games Ltd Model Painting for guides by Sean Wiking Allen Proofing Henry Hyde Playtesting by Piers Brand, Gary Byrne, Tom Hannigan, Cyril Vallinie, Brain McAfee, Ken Kinrade, Michael Hughes, Andy Edwards, Russ Mason, Andy Fox and Captain Beaky. Miniatures shown from the following manufacturers: Plastic Soldier Company, SHQ Miniatures, Elhiem Figures, WarModelling, AB Figures, Battlefield/Blitz Miniatures, Britannia Miniatures, Wargames Foundry, Altalya, the HobbyDen, PMT, Unimodel, Revell. Models from the collections of: Ken Kinrade, Piers Von Brandt, Tom Hannigan and Warwick Kinrade. With special thanks to: all those that helped out, in large or small ways, including Will Townshend at Plastic Soldier Company and especially my wife and boys, and the invaluable support of my family and good friends. Produced by Iron Fist Publishing Ltd. First published in Great Britain, in This edition published in The contents are Iron Fist Publishing Ltd and may not be reproduced without the prior permission of the publisher. All archive photographs are used under licence and with permission. The copyright of all images is recognised and no claim is intended. Images may not be reproduced without the prior permission of the copyright holder. First Printed in Lithunania, 2012 ISBN: Battlegroup TM Iron Fist Publishing Ltd 4

6 KURSK Welcome to Battlegroup Kursk, steppes, in trenches, strong points a set of tabletop miniature and behind minefields and barbed wargames rules for recreating the wire. They had also massed their epic battles of World War II on the own tank forces behind the front lines Eastern Front, in the summer of 1943, ready to launch their own counterattacks and were very well prepared using 15mm or 20mm miniatures. for what the German Army was about to unleash upon them. Kursk is still regarded as the greatest tank battle in history, but it was not just a tank battle. Although named after the town that was the German objective (but which did not feature in the fighting at all), the Battle of Kursk was actually the major German offensive operation of the summer of 1943, codenamed Operation Zitadelle (Citadel), and it involved the greater part of the German Army s tank strength on the Eastern Front. In response to the (rather easily) predicted German offensive the Red Army had amassed a formidable defensive force and dug-in on the BATTLEGROUP For the World War II wargaming enthusiast, Kursk has an almost irresistible draw. Its imagery of massed tanks clashing across the rolling wheat fields provides scope for using many tank models, and can be realistically light on terrain, and makes such clashes completely authentic. But it was not just a tank battle, it would be a mistake to think of Kursk as just tanks verses tanks. All arms of both sides were heavily engaged in hard, attritional warfare. Infantry manned the Russian trenches or advanced alongside (and often in front of) the advancing German tanks. Massed artillery hammered the front lines and rear echelons of both sides, night and day, whilst the air war was fiercely fought, with the Luftwaffe and Red Army Air Force fighting an evenly matched duel for air superiority above the battlefields. So, yes, you can have the armour, the Tiger tanks and massed T-34 onslaughts, but the full force of both sides combined arms are covered in the following rules. Just as in 1943, tanks, infantry, artillery and aircraft all have their part to play in securing victory on your miniature battefield. So, muster your forces, make your plans and prepare to engage your enemy Panzer vorwärts! Below: A column of Panzer III Ls move up to their jump-off positions during Operation Zitadelle. (Bundesarchiv Bild 101I A-06) 5

7 HOW THIS BOOK WORKS Within this book you will find all the information you need to play table-top wargames recreating the epic battles of the Kursk salient, and beyond. This book is divided into four main sections. First you will find the rules of the game, detailing how units are given orders and how they move and fire at each other. Second, you will find the historical background, giving the player a general overview of the Kursk battles and how they were fought. This is by no means a comprehensive background to the battle. It offers only a taste of what was a massive clash of forces, and such levels of detail are beyond the scope of this rulebook. It is recommended that players do some further reading, which will help inform your games, inspire you to create your own historical scenarios and add an extra level of depth to your hobby. This section also include six scenarios to play, and a short campaign follows later. Third, is the army list section, and this is split into two. The first half deals with the German Army in 1943, giving some more detailed background on its equipment, as well as gaming data, and finally includes two army lists for the Germans from which to select your battlegroup. The first is the Panzer Division list, the second is the Infantry Division list. The second half of this section repeats all this information for the Russian forces, again with two army lists, the Soviet Tank Corps and Rifle Division. The fourth section of the book is the miniature showcase and hobby section, giving gamers some advice on collecting, modelling and painting miniatures for the Kursk battles. It is naturally aimed at those new to the hobby, but more experienced wargamers and painters may well find some useful information in the advanced painting guides. Finally, there are the appendices. These include quick reference sections so that players don t need to keep flicking through the book to find rules information and thus slow down their battles. GETTING STARTED It is not necessary to learn all the rules presented here before you play. It is far easier to read the rules through once, get some miniatures out on the tabletop and start moving them around and rolling some dice. A small introductory game is the simplest way to start, with just a few infantry and tanks. From this small beginning you can then build up your games to include artillery, aircraft, engineers and all the other specialist units. After two or three games you will have mastered the basics and have a good understanding of the rule mechanics. The scenarios section contains an introductory scenario, Clash of Reconnaissance which is included for players to use as their first game. 6

8 GAMING PRINCIPLES These rules assume a few basic principles that both players should adhere to. These are: i. Co-operation Like all games, there is also a social side to wargaming. It is a shared experienced, and both sides are supposed to enjoy themselves. Games are best played in a spirit of friendly co-operation. Being ruthlessly competitive, nit-picking over rules or line of sight decisions and not accepting the vagaries of lady luck with good grace only serves to ruin the game for everybody. This is not a competitive sport. So play as friends, give your opponent the benefit of the doubt, play to win but don t worry overly about who wins or loses. It is a game for fun, so enjoy yourself and make sure your opponent does too. ii. Scale This game is written for miniatures at two sizes. 20mm (1/72nd scale and 1/76th) and 15mm (1/100th scale). Models in these sizes are commonly available and can provide a goodsized game on a 6'x4' table top in an evening. Of course, larger games, with more models and larger tables can also be played (and should be). In the end the best advice here is to play on the largest table you can manage. A word of warning: too many models on too small a table makes for a poor game, with no room for decisive manoeuvre; instead it will become a dull grind of attrition and dice rolling. Advice on table size for both scales of models is given later. iii. Measuring Distances This can be a fraught issue when distances become critical to victory or defeat. Distances should never be premeasured. The troops on the ground have to estimate them, so should you. When measuring distances, always measure from the firing vehicle s hull to the target vehicle s hull, not from the end of the gun barrel. Some tanks have very long guns and can thus gain extra distance on the tabletop. Likewise, when measuring for damage or if a vehicle is within a blast radius, use its hull for determining distance. Just because a piece of modelled stowage or a long barrel is in range, does not mean the vehicle itself is. For infantry units, when moving, no element within a unit should move more than its maximum movement allowance. When measuring ranges the majority matter so, if more models in a unit are at short range than effective range, the unit counts as being at short range. event that the players can t decide, roll a dice for it. 1-3 the target can t be seen; 4-6 it can, so take the shot. Players should also remember rule i. above be generous and give the benefit of any doubt to the firer, and expect the same in return. WHAT YOU WILL NEED Before you can play a game, you are going to need some vital stuff. 1. Battle Groups You will need two battlegroups of miniature soldiers, tanks and guns one German, one Russian. These will be from the players collections, (or from one player s collection), and should be the right models, and should be painted. Of course, what level of painting is up to the players, but the game is drastically enhanced by using well-painted miniatures. Those willing to field unpainted models need to take a hard look at themselves and seek forgiveness for their sins against gaming! (Seriously though, paint the models, it is a major part of the wargaming hobby). 2. Rulebook Well, if you re reading this you have one. The more experienced you become with the rules, the less you ll refer to the rulebook, until eventually you might not need it at all ironic, that! The rules reference sheet also provides all you need to play. 3. Opponent(s) Somebody to play against as the opposing commander. Great games can also be played with multiple commanders on each side. iv. Gauging Line of Sight Mostly this will be obvious, but sometimes it is unclear whether a unit can see another. There is no easy way to settle this, and it comes down to the players to decide. As a guide, a firer should be able to see a reasonable amount of its target, not just a gun barrel sticking out. In the 4. Battlefield A good-sized flat area on which to place the model terrain. Any flat area will do, dining room table, floor etc, but a purpose built wargaming table is best. The larger the better, but 4'x4' is regarded as the smallest practical gaming table. Most of us use a 6'x4' or a bit larger. A lucky few have far larger tables. 7

9 5. Dice This game is played using six-sided dice, referred to as D6. They are easily available at gaming stores or online and about ten should do. You might also need a twelve-sided dice (D12). 6. Pen and Paper The game requires some bookkeeping and note taking, so a pen and paper will come in handy for this. You will also have a Battle Group Organisation Chart (see appendix), and the back of this comes in handy for notes, etc. A KURSK BATTLEFIELD A detailed 6'x4' gaming board including a few features of the Kursk battlefields, suitable for an evening s gaming. There is more detail of how to construct this board on page 189. A narrow stream acts as an area of rough ground and a linear obstacle. 8

10 The road is blocked by an anti-tank ditch, impassable to vehicles and infantry, without a bridge! A small farm or hamlet beside a ripe wheat field. The buildings have distinctively white-washed walls and thatched roofs. 9

11 Units also have a battle rating. This is discussed in detail later, but a unit s battle rating is a gauge of the effectiveness and importance of your battlegroup, and will be very important in deciding whether you win or lose a game. See page 43 for full details on battle rating. 10 YOUR BATTLE GROUP In order to play, you are going to need a battlegroup. Collecting and painting miniatures is a large part of the wargaming hobby, and as such building up this collection can become something of life s work for dedicated (obsessive) wargamers (author included here). This book includes four different types of army, the principal combatants of the Kursk battles, and each has its own advantages, disadvantages and style of player. You ll learn the ins and outs as you go, but suffice to say, infantrybased forces, often backed up by artillery, will fight very different battles to mobile armoured units with lots of tanks. The heart of your hobby is your collection of miniatures, but this should not be confused with your battlegroup. A battlegroup is small combined-arms force created for a specific game. Your collection will be far larger, and include many different units. You won t use them all every game, but occasionally you will be able to get them all out and have a really big battle. As most wargamers find, their collection is rarely complete, there is always something to add or new models to include. If, by some good fortune, an army is completed, then invariably they start on another one. ARMY LISTS, POINTS AND BATTLE RATING The army lists contain a lot of different units, from infantry squads and tanks, to command units, signal teams, artillery, medics, etc. Each is listed with a points value and a battle rating. Points values are how you pick a force. In simplistic terms, the higher the points value, the better the unit. A powerful tank with a big gun is worth more than an infantryman with a mere rifle. Heavy artillery is worth more than light artillery. When picking a force, it will be to a maximum points value, set by the players before the game. If both sides have an equal number of points, then you will get an even game (well, that is the theory). Of course, how you use the force, your luck on the day, and lots of other factors will ultimately decide who gets the victory. NOTES ON INFANTRY BASING How infantry are based doesn t really have an impact on the game, as long as it is obvious which squad the models belong to, then any basing method will work. Individual basing obviously allows for the easy removal of casualties, but multiple basing allows for faster movement and easy identification. If using multiple bases, the best thing to do is also have a few markers or small dice to show casualties sustained by the base. So, a five man base would remain on the table until all five men have become casualties, but after four casualties would only have a Rate of Fire of 1. This small additional amount of bookkeeping won t affect game play at all. A combination of multiple bases and single figures is probably the best compromise. GAME SIZE This game is designed to be played at four different sizes, from small squad vs squad actions up to larger battalion actions. The larger the game, the more miniatures you ll need, as well as a correspondingly larger tabletop. Below is a guideline for the minimum, maximum and standard recommended points required for the different sized games, as well as a recommended table size. Game Size Minimum Maximum Standard 20mm 15mm Points Points Points table size table size Squad ' x 4' 4' x 4' Platoon ' x 6' 6' x 4' Company ' x 8' 6' x 6' Battalion ' x 10' 6' x 8' or larger or larger

12 THE BATTLE OF KURSK BATTLEGROUP KURSK

13 A WAR TO END ALL WARS... The war on the Eastern Front was on a scale almost unimaginable in the West. Some of the statistics speak for themselves. Out of Germany s 13.5 million wartime losses, approximately 10 million died, were wounded, missing or became prisoners of war on the Ostfront. It was a war that saw levels of carnage and destruction that had never been seen before (and have never been seen since), in a titanic clash of the world s two largest military forces. The Red Army claimed to have destroyed or disabled 506 German fighting divisions, plus a further 100 divisions of Germany s allies. 50, 000 tanks, 77, 000 aircraft and 167, 000 artillery guns and mortars can be included in the tally. No doubt such figures are inflated, but that such immense numbers can even be credited, testifies to the scale of the fighting endured by both sides on the eastern front. Conversely, Russian losses were equally as appalling. 12 million Russians are estimated to have died defeating Hitler s armies. It is not widely acknowledged, but the above figures also go to show that, under-recognised in the West, without doubt the Red Army bore the greatest weight of the war against Hitler and rise of fascism. The utter defeat of Hitler s Nazi regime was principally a victory for the Red Army and the Communist system of the Soviet Union (now so reviled). It is unlikely that any western nation could have endured the German onslaught unleashed in 1941 and the massive losses that followed on the world s bloodiest ever battlefields, their huge sacrifices eventually brought the Red Army to the streets of Berlin, enforcing a German unconditional surrender in May 1945 that the western allies were as yet in no position to demand. OPERATION BARBAROSSA 1350 days of brutal combat began on 22nd June 1941 with the launching of Operation Barbarossa, the German invasion of Russia. It was a huge operation and it caught the Russian Army and Premier Stalin by surprise. Stalin had ignored warnings that Hitler planned to attack Russia, and now the German s powerful blitzkrieg raced across the Soviet Union s borders, and swept all before it. Three Army Groups oversaw the invasion: Army Group North, Army Group Centre and Army Group South, and all three swiftly made massive gains. The Luftwaffe targeted, and all but destroyed, the Red Air Force at its bases, and had soon achieved complete aerial supremacy. The Panzer divisions struck deep into Russian territory and the Red Army found itself repeatedly out-manoeuvred and encircled. Millions of men were captured and it seemed that Hitler s prophecy that they would simply kick in the door and the whole rotten structure will fall was coming true. It was not until the German Army threatened to encircle and overrun Moscow itself that the Red Army, aided by savage winter weather, was able to halt the German advance and regain some lost ground. TURNING THE TIDE AT STALINGRAD Thwarted at the gates of Moscow, the German high command turned their attention to the south, and the massive and strategically vital oil fields of southern Russia. Operation Blue saw the German Army renew its drive eastwards, this time with the prize of massive oil reserves as its goal. Now their sweeping advances brought them to the southern city of Stalingrad on the Volga river, and there, in a five month battle that saw some of the most sustained and savage house-to-house fighting ever, the Red Army was able, with huge losses on both sides, to halt the Germans again. Sucked into a war of attrition for possession of the city, the German 6th Army struggled, streetby-street, factory-by-factory, roomby-room, against an almost fanatical defence that would not break. Right: German infantry occupy a battle-damaged village. (Bundesarchiv Bild 101I ) 12

14 Unknown to the Germans, the Russians had also mustered their strength for a counterattack. As winter arrived, again attacking through deep snow, the Red Army surrounded and trapped a quarter of a million German soldiers in a pincer movement around Stalingrad. Unable to keep their trapped and beleaguered Army supplied by air drops or break through on the ground to the city, the German 6th Army, after heavy losses, surrendered. Defeat at Stalingrad was a heavy blow to the German Army in the east. The size of the invasion had already stretched German resources in manpower and military-industrial output to the limit. It was a sudden loss of a large number of men who were all but irreplaceable. The vital oil fields remained in Russian hands. The Red Army also now knew that the fearsome German war machine was not invincible. With renewed confidence and belief, the Russians launched more offensive operations principally aimed at recapturing the industrial city of Kharkov. This they did, only for their attack to run out of impetus, ground down by a stubborn German defence, before the SS Panzer Corps unleashed their own counter-offensive against the weary attackers. It was the German Army s turn to smash the Red Army s divisions in the snows around Kharkov. By mid-march 1943, Kharkov was back in German hands and the Red Army was in retreat again. Victory in the winter campaign at Kharkov would set the scene for the fighting in the summer of 1943, and Operation Zitadelle. OPERATION ZITADELLE THE LAST GREAT OFFENSIVE Having failed to defeat Russia in 1941 and then again in 1942, the German High Command (OKH) was well aware that Russian manpower and manufacturing capacity would soon 13

15 surpass and then grow to dwarf the capacity of Germany and her allies. Lost men and materiel would see the Wehrmacht ever weakening, whilst the Red Army, with its seemingly limitless manpower, grew ever stronger. By OKH s calculations 1943 would be the last hope they had to finally defeat the Russians before any chance of a decisive victory faded, and the war became a fight to stave off their own defeat. As the OKH staff examined their maps of the front, there was only one place on the entire Eastern Front that offered the prospect for a major victory that could decisively turn the tide of the war, and that was at the Kursk salient. Here there was a bulge in the Russian front line, centred on the town of Kursk, which the Germans already surrounded on three sides. If they could pinch off the bulge by attacking from the north and south, they could encircle and trap 1.3 million men and smash a huge hole in the front. Pushing through this hole, they could swing north-east and threaten Moscow again, forcing the Russians to consider negotiating a peace treaty in Germany s favour. The Kursk salient had to be the location for the Wehrmacht s summer offensive. The strategic plan called for a swift attack, as soon as the spring thaw was complete and the ground had dried enough for mass tank movements. OKH was also expecting a Russian summer offensive, and the sooner they attacked, then the better the chances that they would beat the Red Army to the punch and gain the initiative. Russian reinforcements, earmarked for an offensive, would be drawn into a defensive fight at Kursk, forestalling their own attacks. The plan was not roundly approved by Germany s generals. Heinz Guderian, then in command of organising and equipping the Panzer divisions, was already pushed to rebuild the Panzers numbers after their losses of Those forces that were ready should not be thrown away in an offensive that had, in his opinion, only a slight chance of ultimate triumph. He favoured a defensive strategy, a chance to strengthen the army for a fresh offensive in But Hitler rejected his opinion. For political reasons, Germany must been seen to be winning in the east, to keep her allies in the war. An invasion of Italy and perhaps northern Europe was also imminent. Germany could not be seen to be on the defensive, or worse, losing the war. General Zeitzler, who was primarily responsible for the 1943 summer offensive plan, was given the go ahead. The attack was codenamed Operation Zitadelle (Citadel). As a result of the winter fighting, the Kursk salient lay at the point where Army Group South and Army Group Centre met, and both would be providing their divisions for the offensive. Army Group South would attack from the south, mustering in the area just north and east of Belgorod, whilst Army Group Centre would attack from the north, from the area south-east of Orel. The two forces spearheads would meet at Kursk, thus turning the bulge into an encirclement. Once cut off the Red Army s divisions trapped inside would have to surrender or be destroyed. For the coming offensive Army Groups South and Centre assembled a massive force, spearheaded by the rebuilt Panzer divisions. These would be further strengthened with the deployment of the Tiger tank battalions, heavy anti-tank battalions equipped with massive Ferdinand tank-hunters and the first deployment of the new Panzer V Panther tanks. The attack date was first set for early May, but due to spring rains, the preparation and positioning of forces were incomplete. In order to bring up more divisions, the start date for the attack was delayed until June, then moved back again to early July, to allow the deployment of more heavy tanks, especially the Panthers which were only now being rushed to the front from factories and training grounds in Germany. For two months the German build-up of forces continued but it had not gone unnoticed. 14

16 DEFENCE IN DEPTH THE RUSSIAN PREPARATIONS In previous years, the Soviets had twice been caught by surprise by the German summer offensives, but their High Command (STAVKA) would not be caught out again. Their staff were looking at the same map of the Eastern Front as their German counterparts, and along with intelligence reports, they knew full well where the German hammerblow must fall, when the better weather conditions allowed. Stalin was keen to launch his own offensive before the Germans could attack, but for once he was persuaded to wait. STAVKA did have an offensive planned, but it would only be initiated after they had absorbed and bled white the Wehrmacht s own offensive power. Like a boxer, they would strike on the counter-punch, first waiting for their opponent to punch himself out before unleashing their own husbanded reserves in a powerful counterattack. The first part of the overall strategic plan involved the defence of the Kursk salient. They could not allow the Panzer divisions to break through, as they had before, and encircle them. The tanks must be stopped in a defensive battle of attrition. The Central and Voronezh Fronts formed the north and south of the salient, and these were now heavily reinforced. Next, an entire Reserve Front (called Steppe Front) was put in place behind them. This would act as a second line should the Germans break through, but would also feed its units into the front to stop-up any threatened German penetrations. The Kursk salient was turned into a defensive labyrinth. Belts of resistance points were constructed. Each was equipped with multiple anti-tank guns, infantry tank-hunter teams, mortars, machine guns and sappers. 40,000 mines were sown to channel the attackers onto the resistance points, which were laid out chequer board fashion, for mutually supporting fire. Over 3,000 miles of trenches were dug to connect the strongpoints in the Central Front alone. Villages were fortified. The defensible belts stretched back from the front lines up to 18 miles, and there were three belts. The immense size of the defences and the number of troops manning them turned the entire salient into a tank killing field. The Soviets principle objective was the destruction of the German armour; thus would the German Army be denuded of its offensive strength. Despite all the digging, the Red Army s defence would not be a static one. Behind the front line, rifle units, the Tank Corps and Brigades were placed ready to counterattack the German spearheads with massed armour. Behind them were the artillery regiments of heavier guns and Katyusha rocket launchers. All these would have the full support of the Red Army Air Force (VVS), which in previous campaigns had been ineffective, leaving the Luftwaffe to dominate the skies. Above: Panzer V Panther on the proving ground. (Bundesarchiv Bild 101I ) By the summer of 1943 the VVS s heavy losses had been replaced and its aircraft and crews were now available in large enough numbers to match the Luftwaffe. They would contest control of the skies in the aerial battle and attack the German formations as they moved up to the front, as well as targeting Luftwaffe airfields. The Red Army s preparations and planning were meticulous and on a vast scale. Civilians were conscripted to help with the digging work. There could be no repeat of the German breakthroughs in 1941 and THE ZITADELLE PLAN The German plan for Operation Citadel involved three armies. Two, 9th Army in the north and 4th Panzer Army in the south would go on the offensive. The third, 2nd Army, would hold the western end of the salient with just seven infantry divisions in a defensive line covering a distance of over 170 miles. It was a thin screen, but the Russian strength was also massed against the northern and southern shoulders of the salient, with just their 60th Army and 38th 15

17 16 Above: Russian riflemen man their trench lines, nothing more than a ditch with earth spoil. (Novosti ) Army s 12 smaller rifle divisions to face 2nd Army. With no Tank Corps to support the Russian divisions, it would not be possible for the Soviets to attack here and force any decisive or threatening breakthrough. 9th Panzer Army s powerful attack from the north would utilise all five of its corps, with the main effort being mounted in the centre of their line by XLVII and XLI Panzer Corps, reinforced by 150 Tiger tanks and 160 Ferdinand heavy tank destroyers. For the start of their attack, 9th Panzer Army had at its disposal 14 Infantry, 6 Panzer and 1 Panzer Grenadier divisions. In the south, Army Group South s attack would involve two distinct thrusts. The first would be made by 4th Panzer Army s 3 Corps, with the main effort being mounted in the centre and right of the line by XLVIII Panzer Corps and II SS Panzer Corps. Again, heavily reinforced by 100 Tigers and 200 of the new Panther tanks, these would all be deployed by the Grossdeutschland Panzer Grenadier division. The attack had at its disposal four infantry divisions, two Panzer divisions and four Panzer Grenadier divisions. Just to the south of this attack would come Army Groups Kempf s flanking attack, striking from the area east of Belgorod, which again had three Corps. III Panzer Corps would be the main cutting edge, supported by the infantry of XI Corps (also called Corps Raus) and XLII Corps, which was opposite South-Western Front s 57th Army. In total it fielded six infantry and three panzer divisions. Their task was to provide protection to 4th Panzer Army s eastern flank against the arrival of Soviet reinforcements from further east, thus freeing the SS and XLVII Panzer Corps to break through and drive northwards to Kursk without becoming bogged down holding off Russian counterattacks along their eastern flank. The northern and southern attacks were to quickly break through

18 Bryansk and, in the process trap, the German 9th Army as it was attacking south towards Kursk. As this offensive began, so a second attack would commence south of the Kursk salient, utilising South West Front and the remaining reserves of Steppe Front to recapture Belgorod and then Kharkov. Bold those these plans were, they were not all STAVKA had planned. The success of these attacks would be the signal for new attacks further to the south, and then the beginning of a general offensive across the entire eastern front line, from Leningrad in the north to the Black Sea in the south, with the aim of driving the Germans back to, and then establishing bridgeheads over, the river Dniepr. It was all planned out on a massive scale, but if any of the following offensives were to happen, first the defences at Kursk had to hold fast. On airfields around Belgorod, Kharkov and Orel, the Luftwaffe s squadrons of Stukas, Focke-Wulf 190s, He-111 bombers and their fighter cover were armed, fuelled and ready for take-off. The Red Army was also in a state of high readiness. They had, over the past weeks, come to full alert several times, only for no attack to materialize. This time, Marshall Zhukov had to decide whether the attack was real or a feint. The weight of artillery now impacting on his lines, both north and south, suggested that the threatened storm was about to break. He ordered his own artillery batteries to return fire. It was a carefully timed counterbombardment, aimed at suppressing the German guns and saturating the predicted German mustering areas with artillery fire, to disrupt the enemy s (no doubt meticulously planned) first assault forces. and meet up just east of Kursk, thus encircling the Russian armies within. Cut off from supplies and reinforcements, eight or nine Russian Armies would have to surrender or be annihilated. PANZER VORWÄRTS! THE BEGINNING OF OPERATION ZITADELLE After seemingly endless delays and snarl-ups, Hitler issued a directive, ordering the offensive to start on July 5th Operation Zitadelle was finally to begin. The opening bombardment began at 0100 hours, in darkness the Nebelwerfer rounds screamed overhead and the guns thundered as German assault units advanced to their lines of departure, ready to begin their attacks at first light. So confident was Marshall Koniev that his defences would hold that when, on July 4th, a reconnaissance aircraft spotted an entire German tank regiment laagered in woods, and a request for a heavy bombing raid to destroy them was made, he declined, not wishing to give the German commanders any indication that the Russians had guessed their plan and were waiting for them. Let them come, he said, knowing they were advancing into a trap... COUNTER-STROKE: THE SOVIET STRATEGIC PLAN The Soviet defensive scheme for the Kursk salient was only the beginning of a much broader strategic plan for the entire war in Once the first German blow had been absorbed and the Panzer divisions crippled, then the Soviets would begin their own offensive. The first blow would come from the Orel salient, just north of the Kursk salient, where Bryansk Front would attack towards Orel and PANZER ACES With the first mass deployment of Tiger tanks, it was almost inevitable that the rise of the Panzer Ace would begin at Kursk. Several famous tank aces took part in the operations at Kursk, some of them going on to be virtual household names amongst wargamers. Michael Wittmann knocked-out 30 Soviet tanks during the operation. Franz Staudegger destroyed 22 T-34s in a single engagement, using up all his ammunition in the process. Amongst the Wehrmacht the likes of Kurt Knispel fought at Kursk, Germany s highest scoring tank ace. On their own, the Tiger crews of the 503rd would claim 385 Russian tanks destroyed during Citadel. The 503rd had a preponderance of tank aces among their ranks. Along with Knispel, serving as a gunner, they had Heinz Gartner and Heinz Rondorf both of whom would go on to score over 100 kills during their service. 17

19 GERMAN ORDER OF BATTLE OPERATION ZITADELLE FROM ARMY GROUP CENTRE (von Kluge) 9th ARMY (Model) 20th Corps 45th Infantry Division 72nd Infantry Division 137th Infantry Division 251st Infantry Division 46th Panzer Corps 7th Infantry Division 31st Infantry Division 102nd Infantry Division 258th Infantry Division 47th Panzer Corps 2nd Panzer Division 9th Panzer Division 20th Panzer Division 6th Infantry Division 12th Panzer Division 10th Panzer Grenadier Division 505th Heavy Panzer Detachment 41st Panzer Corps 86th Infantry Division 292nd Infantry Division 18th Panzer Division 23rd Corps 78th Sturm Infantry Division 216th Infantry Division 383rd Infantry Division 656th Heavy AT Detachment 909th Assault Gun Detachment ARMY RESERVE 4th Panzer Division Luftflotte Six 2nd ARMY (Weiss) 13th Corps 82nd Infantry Division 340th Infantry Division 327th Infantry Division 7th Corps 88th Infantry Division 26th Infantry Division 75th Infantry Division 68th Infantry Division SOVIET ORDER OF BATTLE KURSK SALIENT CENTRAL FRONT (Rokossovsky) 13th ARMY (Puchov) 17th Guards Rifle Corps 6th Guards Rifle Division 70th Guards Rifle Division 75th Guards Rifle Division 18th Guards Rifle Corps 2nd Airborne Guards Rifle Division 3rd Airborne Guards Rifle Division 4th Airborne Guards Rifle Division 15th Rifle Corps 8th Rifle Division 74th Rifle Division 148th Rifle Division 29th Rifle Corps 15th Rifle Division 81st Rifle Division 307th Rifle Division 48th ARMY (Romanenko) 42nd Rifle Corps 16th Rifle Division 202nd Rifle Division 399th Rifle Division 73rd Rifle Division 137th Rifle Division 143rd Rifle Division 170th Rifle Division 60th ARMY (Chernyakhovsky) 24th Rifle Corps 42nd Rifle Division 112th Rifle Division 30th Rifle Corps 121st Rifle Division 141st Rifle Division 322nd Rifle Division Independent 55th Rifle Division 65th ARMY (Batov) 18th Rifle Corps 69th Rifle Division 149th Rifle Division 246th Rifle Division 27th Rifle Corps 60th Rifle Division 193rd Rifle Division 37th Guards Rifle Division 181st Rifle Division 194th Rifle Division 354th Rifle Division 70th ARMY (Galanin) 28th Rifle Corps 132nd Rifle Division 211th Rifle Division 280th Rifle Division 102nd Rifle Division 106th Rifle Division 140th Rifle Division 162nd Rifle Division 354th Rifle Division 2nd TANK ARMY (Rodin) 3rd Tank Corps 16th Tank Corps 11th Guards Tank Brigade FRONT RESERVE ASSETS Independent 9th Tank Corps Independent 19th Tank Corps 16th AIR ARMY (Rudenko) 3rd Bombing Air Corps 6th Mixed Air Corps 6th Fighter Air Corps 18

20 GERMAN ORDER OF BATTLE OPERATION ZITADELLE FROM ARMY GROUP SOUTH (von Manstein) 4th PANZER ARMY (Hoth) 32nd Corps 57th Infantry Division 255th Infantry Division 332nd Infantry Division 48th Panzer Corps 3rd Panzer Division Panzer Grenadier Division Grossdeutschland 10th Panzer Brigade (Panthers) 11th Panzer Division 167th Infantry Division 2nd SS Panzer Corps 1st SS Panzer Grenadier Division Leibstandarte Adolf Hitler 2nd SS Panzer Grenadier Division Das Reich 3rd SS Panzer Grenadier Division Totenkopf Luftflotte Four ARMY DETACHMENT KEMPF (Kempf) 3rd Panzer Corps 6th Panzer Division 19th Panzer Division 7th Panzer Division 168th Infantry Division 503rd Heavy Panzer Detachment 11th Corps Corps Raus 106th Infantry Division 320th Infantry Division 42nd Corps 39th Infantry Division 161st Infantry Division 282nd Infantry Division SOVIET ORDER OF BATTLE KURSK SALIENT VORONEZH FRONT (Vatutin) 6th GUARDS ARMY (Chistiakov) 22nd Guards Rifle Corps 67th Guards Rifle Division 71st Guards Rifle Division 90th Guards Rifle Division 23rd Guards Rifle Corps 51st Guards Rifle Division 52nd Guards Rifle Division 375th Rifle Division Independent 89th Guards Rifle Division 96th Tank Brigade 230th Separate Tank Regiment 245th Separate Tank Regiment 1440th SP Artillery Regiment 93rd Artillery Regiment (122mm) 142nd Artillery Regiment (152mm) 7th GUARDS ARMY (Shumilov) 24th Guards Rifle Corps 15th Guards Rifle Division 36st Guards Rifle Division 72nd Guards Rifle Division 25th Guards Rifle Corps 73rd Guards Rifle Division 78th Guards Rifle Division 81st Guards Rifle Division Independent 213th Rifle Division 38th ARMY (Chibisov) 50th Rifle Corps 167th Rifle Division 232nd Rifle Division 340th Rifle Division 51st Rifle Corps 180th Rifle Division 240th Rifle Division Independent 204th Rifle Division 40th ARMY (Moskalenko) 47th Rifle Corps 161st Rifle Division 206th Rifle Division 237th Rifle Division 52nd Rifle Corps 100th Rifle Division 219th Rifle Division 309th Rifle Division Independent 184th Rifle Division 69th ARMY (Kruchenkin) 48th Rifle Corps 107th Rifle Division 183rd Rifle Division 307th Rifle Division 49th Rifle Corps 111th Rifle Division 270th Rifle Division 1st TANK ARMY (Katukov) 6th Tank Corps 31st Tank Corps 3rd Mechanized Corps FRONT RESERVE ASSETS 35th Guards Rifle Corps 92nd Guards Rifle Division 93rd Guards Rifle Division 94th Guards Rifle Division Independent 2nd Guards Tank Corps (joined 5th Guards Tank Army on 11th July) Independent 3rd Guards Tank Corps 13th Artillery Penetration Division 17th Artillery Penetration Division 2nd AIR ARMY (Krasovsky) 1st Bombing Air Corps 1st Assault Air Corps 4th Fighter Air Corps 5th Fighter Air Corps 19

21 SOVIET ORDER OF BATTLE KURSK SALIENT STEPPE (RESERVE) FRONT (Koniev) 5TH GUARDS ARMY (Zhadov) 32nd Guards Rifle Corps 13th Guards Rifle Division 66th Guards Rifle Division 6th Airborne Guards Rifle Division 33rd Guards Rifle Corps 95th Guards Rifle Division 97th Guards Rifle Division 9th Airborne Guards Rifle Division 5th GUARDS TANK ARMY (Rotmistrov) 5th Guards Mechanized Corps 29th Tank Corps 18th Tank Corps 53rd Guards Separate Tank Regiment 1549th SP Artillery Regiment (152mm) 1st Separate Guards Motorcycle Regiment 678th Howitzer Regiment 689th Howitzer Regiment 76th Guards Mortar Regiment 6th Anti-Aircraft Division 5th AIR ARMY (Gorunov) 7th Mixed Air Corps 8th Mixed Air Corps 3rd Fighter Air Corps 7th Fighter Air Corps Independent 42nd Guards Rifle Division Independent 10th Tank Corps Notes on Orders of Battle Not included in the German OoB are any attached Assault Gun Brigades (Sturmgeschütz), or additional Corps Below: SS Panzer Grenadiers at rest in the flat grasslands of the Kursk steppe. (Bundesarchiv Bild 101I A-16) and Army artillery assets assigned for the operation. The Russian OoB does not include units smaller than Divisions, such as pioneer battalions, additional antitank regiments, artillery assets and independent tank regiments attached to those divisions (except for those within 5th Guards Tank Army due to its pivotal role at Prokhorovka). 20

22 TIMELINE FOR THE BATTLE OF KURSK Soldiers of the Reich! This day you are to take part in an offensive of such importance that the whole future of the war may depend on its outcome. More that anything else, your victory will show the world that resistance to the power of the German Army is hopeless. Führer s message to all soldiers The next two or three days will be terrible. Either we hold or the Germans take Kursk. They are putting everything on one card. It is matter of life or death to them. We must take care to see that they break their necks. Nikita Khrushchev, 5th July KURSK THE NORTH 9th Army: consisting of 23rd Corps, 46th Panzer Corps, 47th Panzer Corps and 41st Panzer Corps. General Walter Model s plan for 9th Army s attack in the north would see four corps take the offensive. On the attack s left, with the objective of capturing the town of Maloarkhangel sk was 23rd Corps, consisting of four infantry divisions. Protecting the right flank of the main attack was 46th Panzer Corps, with another four infantry divisions. The schwerpunkt of the offensive would consist of 47th and 41st Panzer Corps. In total, three infantry, one Panzer Grenadier and six Panzer divisions, with extra anti-tank, heavy tank and assault gun support. Their task was to smash the Soviet defence lines and reach Kursk, to link up with 4th Panzer Army s advance northwards. 5TH JULY 9th Army began its attack on the northern flank of the salient at An 80 minute artillery preparation, directed at the forward Soviet defences was supported by heavy aerial bombardment by Luftflotte 6. The initial attack provoked a Russian counter-bombardment, returning fire with almost 1, 000 guns and mortars. The 9th Army s first assault came from 23rd Corps on its left flank. The Corps three attacking infantry division went over the top with the objective of capturing the road junction town of Maloarkhangel sk. The spearhead of the attack was 78th Sturm Infantry Division, with 654th Heavy Anti-Tank Battalion attached, equipped with Brummbär and Ferdinand assault guns. The 216th and 36th Infantry Divisions would also join the offensive. In bitter fighting and amidst large Soviet minefields, the Corps gained only a 1.5km penetration into the first defence line. Even so, the Soviet commanders, recognising the importance of Maloarkhangel sk, reinforced their lines with 139th Tank Brigade and 1447th Self-Propelled Artillery to help stem the tide. But the 23rd Corps attack was a diversion from the main assault, as 47th and 41st Panzer Corps struck southwards. In all, another three infantry divisions supported by a single Panzer division (20th) were committed on the first day. General Model held his five Panzer divisions and one Panzer Grenadier division back, waiting to be launched into the infantry divisions initial gains. The Soviet 15th Rifle Division was all but routed by the attack as, led by the two available Tiger tank companies of 505th Heavy Tank Detachment, it pushed 5km from its start lines and seized the village of Bobrik in 29th Rifle Corps sector of the front. The Luftwaffe flew 2088 sorties in support of the offensive, but faced strong resistance from Soviet fighters. The 292nd Infantry Division, again with Ferdinand support, pushed back the Soviet 81st Rifle Division from its first defence line, with the Ferdinands making short work of the T-34s and T- 60s counterattacking in the afternoon. The 46th Panzer Corps three infantry divisions were the 9th Army s right flank protection, and 258th, 71st and 31st Infantry Divisions only managed to merely inch forwards against fierce enemy fire. The 31st Infantry Division captured the fortified village of Gnilets. By evening the German onslaught had pushed no more than 5km south into, but not through, the first line of defences, and only on a 6km long front. Monitoring events, General Rokossovsky, commanding the Soviet Central Front, had determined Model s plan to outflank his strongest positions on the Olkhovatka Heights via the rail junction town of Ponyri Station. He ordered the 600 tanks, 500 guns and 50,000 men of 2nd Tank Army towards Ponyri. Rokossovsky estimated that July 6th would surely see Model release his main Panzer formations here. 21

23 6TH JULY As he brought up his reserves, General Rokossovsky also ordered 3rd Tank Corps to counterattack the previous day s German gains, but delays in the night march meant that only a single tank brigade was ready to attack at dawn, and they found themselves roughly handled by the Panzers. 2nd Tank Army s 3rd and 16th Tank Corps, 19th Separate Tank Corps with 9th Tank Corps, brought up from Central Front reserve, were committed, but they attacked piecemeal throughout the day, and only 200 tanks of the 465 on strength actually made it into the battle. The 9th Army s offensive escalated as General Model released two of Below: Panzer Vorantreiben! Note the wide open terrain. (Bundesarchiv Bild 101I A-04) his held-back Panzer divisions to help extend yesterday s slim gains and prise open the Russia defences, targeting the bare ridgelines of the Olkhovatka Hills. On a front of just ten miles, 1,000 tanks and assault guns now lined-up to face each other. With poor weather limiting the Luftwaffe s support throughout the day, General Model released the first of his waiting Panzer divisions to join the battle. 101 tanks of 4th Panzer Division joined the 20th Panzer Division at Samodurovka, and throughout the day they made four attacks, each time being repulsed by the forces of 17th Guards Rifle Corps. Meanwhile, 118 tanks of 2nd Panzer Division struck for the village of Ol khovatka. Behind Stuka attacks, the division assaulted Hill 257, the high-point of the ridgeline north of the village. After heavy fighting the division was finally repulsed at The 6th Infantry Division, attacking in support of 2nd Panzer at Hill 225, also stalled. During the day s fighting, 505th Heavy Tank Detachment encounter 105th Tank Brigade s T-34s and KV-1s, and destroyed 46 out of the 50 vehicles in just a few minutes of fighting. In the afternoon, another 150 tanks of 19th Separate Tank Corps counterattack 2nd and 9th Panzer Divisions attempted advance. The 292nd and 86th Infantry Divisions both attacked southwards towards Ponyri Station, but both are halted just north of the town. In response to the growing pressure on Ponyri, 103rd Tank Brigade reinforced the defenders. 23rd Corps attack towards Maloarkhangel sk again failed to make much ground, even with the 22

24 support of Brummbär assault guns from 216th Sturm Panzer Battalion. On the right flank, 46th Panzer Corps, now reinforced by some tanks of 20th Panzer Division, were still unable to make any significant gains against ferocious Red Army defence by the 280th Rifle Division and 132nd Rifle Division. The air war over the front also escalated, with the Red Army Air Force holding its own against the Luftwaffe and denying them the freedom to operate with air superiority. Both sides claimed heavy losses inflicted on the other. JULY 7TH The 18th Panzer Division entered the battle for Ponyri Station. Supported by 272nd Infantry Division and 216th Sturm Panzer Battalion they made five assaults west of the town, and each time were thrown back by the Soviet s elaborate barbed wire, minefields, tank counterattacks and very heavy artillery fire. 9th Panzer Division push back 6th Guards Rifle Division west of Ponyri, whilst the 86th Infantry captured the May 1st State Farm, east of the town, which was now slowly being enveloped. The day ended with the Germans occupying the western half of Ponyri Station and the Russians the east. In order to recapture the lost ground 1023rd Rifle Regiment, 17th Guards Rifle Corps last reserve were committed, along with the 129th Tank Brigade, 1442nd Self-Propelled Artillery (equipped with SU-152s) and 14th Anti-Tank Brigade, as well as some available units from 3rd Tank Corps. The 47th Panzer Corps battle for the commanding high ground of the Ol khovatka Heights continued. 2nd, 4th and 20th Panzer, led by 505th Heavy Tank Battalion s Tiger tanks attacked at Samoduvokva. bombardment seemingly ever more intense. In places, the Russians have deployed anti-tank guns per kilometre of front. The 33rd Panzer Regiment s 2nd battalion (from 4th Panzer Division) was led by Borgward IVs of 312th Funklenk Company and by evening they had broken into the village of Teploye and captured it, but could not secure it against fire from higher ground further south. Attacks to exploit the village s capture failed to take these vantage points. There was similar intense fighting around Ol khovatka, but it does not fall. The missing third company of 505th Heavy Tank Detachment s Tigers arrived and moved straight from the railway sidings into battle, but by day s end, only three Tigers were left serviceable, and the battalion was pulled from the front to refit and give the workshops time to repair the recovered Tigers. By July 10th, 29 Tigers were ready for action again. Although the Tigers inflicted heavy losses on any attempted Soviet tank counterattacks, their dug-in anti-tank defences and minefields could not be penetrated. There is a noticeable increase in Soviet air activity, with their fighters starting to intercept many more German bombing missions. Both sides claimed to have the advantage, with over 100 enemy aircraft destroyed. It was the first sign of the Red Army Air Force getting the upper hand. JULY 8TH The day of maximum effort to achieve the breakthrough saw five Panzer divisions attacking shoulder to shoulder. From west to east the 20th, 4th, 2nd, 9th and 18th Divisions all attacked southwards, their tanks followed by SPWs and more footbound grenadiers. They advanced into a storm of Russian fire from the ridgeline ahead, their counter There was more see-saw fighting for Ponyri. The 307th Rifle Division counterattacked through the town and recaptured some of it, before more German troops were sent in to counterattack again. These fresh troops pushed on, and despite heavy losses, they brought most of the town into German hands by the evening. After four days of strenuous effort by the Luftwaffe they were starting to run low of fuel and spares for their aircraft. Their support of the offensive was weakening. JULY 9TH The 10th Panzer Grenadier Division was ordered to reinforce the continued attempts to break through at Ponyri Station. The Soviets reinforced the defences with 3rd and 4th Guards Airborne Divisions. Intense infantry fighting in Ponyri was compared with that at 23

25 Above: Tigers of SS Das Reich advance during the Battle of Kursk. The division s panzer regiment was equipped with a singe heavy tank company. (Bundesarchiv Bild A) Stalingrad, gaining the ruined town the nickname Little Stalingrad. Hill 239, just east of Ponyri, was finally captured by the 508th Grenadier Regiment. The day was spent in regrouping the battle-worn tank forces of 9th Army. 505th Heavy Tank Detachment was moved into reserve after three days of intense combat. On the Ol khovatka ridge the Russians had been pushed back to the last hill line, behind them was the open steppe all the way to Kursk. The 3rd Anti-Tank Brigade held up continued German attacks from Teploye, losing all its guns in the process. The 9th Panzer Division came under attack from Sturmovik ground attack aircraft armed with 37mm underwing cannons, a new weapon in the Soviet airforce s armoury. Premier Stalin, on advice from STAVKA, gave General Zhukov the go ahead to launch Operation Kutuzov against the Orel Salient. Bryansk and Western Fronts began to bring forward the tank units for an assault that would begin on July 11th. JULY 10TH It had become obvious to the Soviet commanders of Central Front that the German attacks were weakening. General Model accepted that his Panzer divisions no longer had the combat power to force a route south against the strong defences. He now changed strategy. Unable to withdraw his battered units, he had to continue to maintain pressure on the defenders to prevent them redeploying units to aid the Soviet defence against the southern pincer. With 2nd SS Panzer Corps and 48th Panzer Corps still making progress, he began a series of rolling battles of attrition along his front, seeking to pin enemy forces rather than break through them. Ferdinand assault guns led a renewed attack on Hill 253.5, but were again forced to withdraw by the defenders massed firepower. The change in strategy effectively saw the end of 9th Army s Citadel offensive, with all hope of reaching Kursk now abandoned. Model s forces remained in the line fighting smaller holding actions until forced to withdraw by the beginning of Operation Kutusev to the north, which threatened to cut them off from their supply route to Orel. At a cost of 50,000 casualties and 400 lost tanks and armoured fighting vehicles, 9th Army s offensive had only gained a maximum of 15km of ground and had nowhere managed to breakthrough the Soviet defensive belts. Ponyri Station was never fully captured. The offensive was a failure. 24

26 OPERATION KUTUZOV As the battles on the northern and southern fronts of the Kursk salient still raged, STAVKA ordered the start of Operation Kutuzov, the planned and prepared assault upon the Orel Salient, aimed at recapturing the city of Orel and, in the process, encircling the German 2nd Panzer Army, 11th Army and 9th Army, trapping half a million men. This was part of the STAVKA s overall plan for the summer counter-offensive, designed to strike the Germans after they had expended their own strength on the Kursk salient. Deciding that the German Panzer divisions were now fully committed to the Kursk battle, and that their combat strength had been bled, Bryansk Front and West Front began the attack, with Central Front due to turn over to the offensive from their heavy defensive battles against 9th Army as soon as it could. It was part of the original plan to launch Kutuzov and its parallel operation south of Kursk, Operation Rumyantsev, on the same day. But events in the south prevented this co-ordination, with so many Soviet forces committed to preventing 4th Panzer Army breaking through, especially reserve forces from Steppe Front originally earmarked for Operation Rumyantsev. Operation Kutuzov started before dawn with a massive bombardment of the German front lines and bombing raids on strategic locations behind the lines. Much of this was conducted by artillery regiments moved from the northern Kursk front, approximately 3,000 guns and 300 rocket launchers in all. In previous days, engineers had been lifting German mines, before the tanks of Bryansk Front smashed into the German infantry division s defences at the nose of the salient. They were planning to carve two paths into the German lines, dissecting them then surrounding them. As the attack from the east began, West Front attacked the salient from the north, advancing southwards towards the towns of Bolkhov and Khotynets, thus outflanking Orel from the north. When Central Front joined the offensive on the 15th July, it would do likewise from the south, sealing the city s encirclement. The size of the attack immediately confirmed to Generals Von Kluge and Model that this was no local counterstrike, but part of a wider plan to smash the entire of Army Group Centre. Model immediately relocated 19th Panzer and 38th Infantry Divisions from the Kursk attack to shore up the creaking front line, and moves all the heavy anti-tank units designated for his Citadel assault north to the increasingly desperate defensive struggle. The Germans were not without warning of the attack; aerial reconnaissance had confirmed the build-up of enemy forces, and their front line units were reinforced and already on alert when the attack began. The onslaught was no surprise, but the weight of the Red Army s seemingly endless forces gradually forced the Germans back. The new reinforcements helped slow the Soviet advance, but could not halt it. After a week of heavy fighting, the town of Bolkhov fell. Central Front s attack had begun slowly, its offensive strength seriously weakened by its protracted fighting in the previous week. But it soon recaptured all the meagre gains of 9th Army s attack and was threatening to break through itself. The boot was now firmly on the other foot, with Soviet Rifle divisions and Tanks Corps attacking against the entrenched German defenders and forced to grind down the enemy resistance in battles of attrition. The Soviets committed 3rd Guards Tank Army from their central strategic reserve to aid the assault from the north and, by the end of July, Orel was finally under threat of being overrun. Facing encirclement, General Model began to withdraw his divisions and every road through Orel was choked with retreating columns of men and vehicles. Despite stiff rearguard actions, Soviet tank forces reached the outskirts of Orel on the night of 3rd August. The city was cleared of its last defenders by the 5th, but left in ruins by the fighting and German demolitions of its factories, railways, bridges and any useful infrastructure. In order to save his 28 infantry divisions, eight Panzer divisions and two Panzer Grenadier divisions, General Model withdrew Army Group Centre towards the a new main line of resistance. Known as the Hagen Line, it stretched north-south across the neck of the former salient, protecting the city of Bryansk, a vital supply base and road and rail hub for Army Group Centre. Throughout early August, the swift and orderly German withdrawal and Russian pursuit continued. By mid-august, after over a month of constant fighting, the Soviet forces had drawn up before the Hagen line. This marked the end of Operation Kutuzov; six weeks of battle had seen the Orel salient liberated. 2nd Panzer Army and 9th Army had lost the equivalent of 14 divisions of men and materiel, all increasing hard for the Third Reich to replace. Soviet losses are estimated at 400,000 men. Breaching the Hagen Line would be their next objective. 25

27 TIMELINE THE SOUTH 4th Panzer Army (consisting of 48th Panzer Corps, 2nd SS Panzer Corps and 3rd Panzer Corps) 4TH JULY PRELUDE TO BATTLE 48th Panzer Corps With the final issuing of the Fuhrer s directive to start the offensive, the Germans began operations to prepare the ground for the next day s main assault with a series of reconnaissance in force missions. After a 15 minute Stuka attack and an artillery and mortar bombardment following it, grenadier battalions of 11th Panzer Division and the Grossdeutschland Panzer Grenadier Division probed the front from Zybiro to Pushkarnoe. Their aim was to clear the Soviets forward outposts and observation posts and to place their own artillery observers in the villages of Butovo and Gertsovka to direct fire for the next day. There was a fierce infantry fight at Gertsovka and Gertsovka Station, defended by 210th Rifle Regiment s 2nd Battalion and 213th Rifle Regiment s 2nd Battalion, both eventually falling. There was a seven hour battle for the village of Butovo, the defenders of 199th Guards Rifle Regiment s 3rd Battalion standing to the last man, aided by anti-tank guns. It was a foretaste of the fighting to come. 2nd SS Panzer Corps 2nd SS Panzer Corps reconnaissance in force began at 0115 (on July 5th) rapidly seizing the Soviet forward outposts in the Erik river valley, with 6th Guards Army s forward positions forced to withdraw to the main line of resistance. A German pioneer captured by a Russian patrol whilst lifting mines to clear the way was interrogated and revealed that the German attack was due to begin at dawn on the 5th. Rations and schnapps (always a giveaway of approaching action to German soldiers) had been issued. Convinced that the long expected assault was imminent, General Zhukov ordered the entire Voronezh Front to begin its counterbombardment. At 0110 (July 5th), 600 hundred medium and heavy guns, mortars and Katyushas opened fire along a 20km front. Aimed at the suspected German troop assembly areas and pre-identified artillery positions, the furious bombardment caught the Germans by surprise. Causing delays and disruption and the loss of artillery pieces and crew further to the rear, the Soviet bombardment forced the assault s start time to be delayed by three hours as units regrouped. But as the Soviet guns fell silent, the Germans soon recovered and proceeded as planned, but they now knew their offensive had not achieved any surprise the Red Army was lying in wait for them. 3rd Panzer Corps Completing its preparation around Belgorod, new bridges were now in place and 503rd Heavy Tank Battalion s Tigers moved up to cross and lead the assault. But the Russian forces had noted the build-up and were ordered to stand ready. JULY 5TH Delayed, but not halted, 4th Panzer Army led its attack with two Corps. On the left, 48th Panzer Corps, on the right 2nd SS Panzer Corps, smashed onto the lines of 6th Guards Army with approximately 1,000 tanks and 350 assault guns under an umbrella of air support, the Luftwaffe conducting 2,000 air sorties against Voronezh Front in 24 hours, despite the Red Army Air Force s attempted preemptive strikes. Their first objectives on the way to Kursk were the towns of Oboyan and Prokhorovka. 48th Panzer Corps 48th Panzer Corps attacked with the Grossdeutschland Panzer Grenadier Division, 3rd Panzer and 11th Panzer Divisions, supported on either flank by 332nd Infantry Division (right) and 167th Infantry Division (left adjoining the SS Corps). Grossdeutschland attacked along the Butovo to Cherkasskoe road on a 3km front, but were stalled by dense minefields and anti-tank gun fire in the Berezovt ravine, losing 36 tanks in the process (mostly new Panthers). Meanwhile, Combat Group Schimmelman, the lead element of 11th Panzer Division, fought their way to the outskirts of Cherkasskoe. The town was held by the 67th Guards Rifle Division s 196th Rifle Regiment and 611th Anti-Tank Regiment, which were destroyed in the efforts to hold their strongpoints. To clear the town 11th Panzer brought forwards their Flammpanzer company. The 199th and 201st Guards Rifle Regiments were also breached on either flank, forcing them to withdraw before being surrounded. They fell back to the second defence line along the Pena river, held by the 90th Guards Rifle Division. 3rd Panzer Division struck due north from Gertsovka towards Korovino. The division s 349th Panzer Grenadier Regiment captured the high ground before Korovino and cleared anti-tank strongpoints from the vantage points. The first echelon of Soviet defences had been breached. 2nd SS Panzer Corps Further east, 2nd SS Panzer Corps launched its assault against the 52nd Guards Rifle Division. The first panzers struck their line just after 0400 hours. The 1st SS Liebstandarte Adolf Hitler attacked along the Bykovka road, each yard gained heavily contested by anti-tank fire. At 1610, the village of Bykovka fell 26

28 to 2nd Panzer Grenadier Regiment, who immediately pressed on for the Psel river. 1st SS Panzer Regiment encountered a second defence line near the village of Iakovlevo, and after a brief engagement retired for the night. They had already achieved a 20km penetration of the Soviet defences. Just to the east, 1st SS and 2nd SS Das Reich, advancing on Berezov, annihilated the 1008th Anti-Tank Regiment s 24 guns for the loss of 33 tanks (most were later recovered, repaired and back in the line). 3rd SS Totenkopf captured and cleared the village of Gremuchii. Alarmed by the sudden gains and the crumbling of 52nd Guards Division s first line, Soviet tank regiments were ordered to the second line with the aim of counterattacking in the evening to regain the lost ground. At the last minute, the attack was cancelled, with the German forces deemed still too powerful for any attack. The tanks would fight in a defensive infantry support role. 3rd Panzer Corps 3rd Panzer Corps flank protection mission first involved crossing the Northern Donets river, either via the previously established Mikhailovka bridgehead or various bridges constructed by engineer units. 3rd Panzer Corps was to keep pace with 2nd SS Panzer Corps advance, thus freeing them from attacks from their exposed eastern flank, which General Kempf s forces would block. General Kempf s part in the Citadel plan got off to a poor start. Artillery preparations began at 0330, and assault units started to move-up to the western river bank. The 168th Infantry Division, already holding the bridgehead opposite Belgorod, found the 81st Guards Rifle Division tenacious in defence and were instantly checked at the town of Stary Gorod. The vanguard of the Corps attack would be its three Panzer divisions: 6th, 7th and 19th, each led by a company of 503rd Heavy Tank Battalion s Tiger tanks (thus dividing the battalion s combat power which was seen as a mistake by its own commander). The heavy Tigers found great difficulty in crossing the bridges. One bridge was instantly destroyed by Russian artillery and rocket fire, and another would only sustain 24 tonnes, not enough for the 60 tonne tanks. They had to wait whilst engineers worked furiously, under fire, to construct a 60 tonne rated bridge. Russian defences proved far tougher than expected. Initial gains were slim. 7th Panzer s attack did split the 78th Guards Rifle Division s lines and reached forested high ground above the fortified villages of Razumnoe and Krutoi Log, gaining 6km. Much of 6th Panzer Division had to move south to cross the Northern Donets at Dubova, and then re-deploy northwards once on the eastern bank, thus they did not actually make it into combat on the first day. 19th Panzer Division s vanguard later attacked the village of Razumnoe, routing the 225th Rifle Regiment by day s end. But the offensive had already fallen behind schedule and the Soviet 7th Army was rapidly bringing up its reserves under cover of darkness. It would be a slow four or five day grind through the defences to reach the chalk hills east of Belgorod and break through to the open steppes beyond, during which 3rd Panzer Corps would suffer the heaviest loss in men and equipment of any of the Citadel units, with massive losses amongst engineer units as they attempted to clear routes through dense enemy minefields. 6TH JULY After the night re-arming, refuelling and trying to rest despite the sudden summer thunderstorms, the offensive resumed by mid-morning. It was a slow, bloody grind through the Soviet defences, and nowhere were the expected gains and objectives captured. After a 90 minute artillery preparation, the tanks rolled again. 48th Panzer Corps 11th Panzer and Grossdeutschland moved north-east, clashing with 3rd Mechanised Corps and 90th Guards Infantry Division, fighting along the Pena river and around the villages of Alekseevka and Lukhanino. These were the second line defences, heavily reinforced overnight by new tanks and anti-tank units. 11th Panzer and 167th Infantry Division had captured the village of Olkhovka by dusk. Meanhwhile, 3rd Panzer s forward reconaissance units reached Rakovo on the Pena river only to find the river unfordable by armoured vehicles due to the marshy ground conditions. 67th and 52nd Guards Rifle Divisions withdrew to avoid being destroyed. Losses amongst the Panzer IIIs and IVs mounted. In all, 4th Panzer Army registered 262 armoured fighting vehicles lost in just two days of fighting. 2nd SS Panzer Corps 2nd SS Panzer Corps continued its attacks, driving into the heart of 6th Guards Army. 57th Guards Rifle Division was effectively destroyed as a combat unit, with its last survivors being cleared from Iakovlevo. An additional 12km had been gained, capturing the village of Luchki before nightfall. A counterattack by 5th Guards Tank Corps was repelled outside Luchki. SS Totenkopf also repelled a counterattack from the east by 2nd Guards Tank Corps. This division was now holding the 2nd SS Corps eastern flank, which had become extended as the spearheads 27

29 advanced. They were unable to join the push north as there was no infantry division available to replace them in the line. SS Das Reich captured Point 243 near Luchki after a fierce fight. Tiger tanks destroyed 12 T-34s after a huge artillery bombardment and repeated Stuka dive bombings. Pioneers cleared the strong points with flamethrowers. The Soviets moved 31st Tank Corp to block the advance of SS Liebstandarte Adolf Hitler, whilst 1st Tank Army, supporting the Voronezh Front, now had approximately 1,000 tanks facing 4th Panzer Army s assault. This day, the Red Army Air Force was encountered in far greater numbers, competing for air superiority with the Luftwaffe. As a result, the Luftwaffe found themselves overstretched, with almost constant requests for close air support from Stukas. 3rd Panzer Corps The Corps began to bring its full combat strength to bear in a drive north-east to reach the Northern Donets river valley. The 168th Infantry Division still struggled to make gains against the 81st Guards Rifles Division, which itself was now forced to commit its training battalion. 7th Panzer Division s advance encircled Krutoi Log, trapping a Soviet rifle regiment. Fighting around Rasumnoe saw the destruction of 34 T-34s by Tigers and other tanks as 7th Panzer Division engaged the second defence lines, held by the 73rd Guards Rifle Division, reinforced by two tank regiments. 7th Panzer engaged in a head-on battle with 73rd Guards Rifle Division and 31st Anti-Tank Brigade s 72 guns. The arrival of 6th Panzer Division s units outflanked the defences and forced them to withdraw. This left the battered 7th Panzer Division holding the flank, awaiting relief from infantry regiments so it could move on. But the two infantry regiments with this task were already being engaged and pinned in place by local counter-attacks further south. 7th Panzer would be unable to leave its flank protection mission to join the northern push, a situation that would constantly dog the Corps attack for the next week. 7TH JULY 48th Panzer Corps In 48th Panzer Corps sector, Grossdeutschland and 11th Panzer Division attacked behind an intense artillery and Nebelwerfer bombardment, followed by more Stuka attacks. The Stuka crews were flying six or more sorties aday, and facing strengthening Soviet fighter defences. It seemed every wood along the routes of attack were to be repeatedly bombed and strafed. So far, 100 Luftwaffe aircraft had been shot down. Grossdeutschland stormed the village of Dubrova at first light, with 11th Panzer joining their northern push towards the vital village of Syrtsevo. This was the last major stronghold before Oboyan and General Vatutin at Voronezh Front commanded it must be held at all costs. To this end they unleashed 100 T-34s and T-70s of 1st Tank Army in a large counterattack. Supported by Pe-2 and IL-2 Sturmovik attacks, the Soviet tanks halted the advance towards Syrtsevo. For hours the tank battle swirled, with the 6th Guards Tank Corps, 3rd Mechanised Corps and 1st Mechanised Corps suffering heavy losses under the Germans longer range guns. The Soviets were forced to withdraw, with the Germans advancing in their wake. Meanwhile, 67th Guards Rifles dug in at Syrtsevo, supported by more tanks and heavier 76.2mm and 85mm anti-tank guns. The advance stalled again when Grossdeutschland s Panthers hit an unmarked minefield. Only 40 of the new tanks were left from the 184 that started out three days previously. Most had been damaged by mine strikes or broken down. Many would quickly be returned from workshops, but for now their inexperienced crews fought badly under-strength. With the tanks halted, Grossdeutschland s reconnaissance battalion, with assault gun support, attacked and captured Hill 230 east of Syrtsevo. Under heavy artillery bombardment, the division had outflanked the Soviet defences and re-gathered its units for an assault on the village on the 8th. Soviet commanders, seeing the weakness of the defences, redeployed more forces from the western flank of 48th Panzer Corps penetration, facing them eastwards along the main 28

30 Oboyan road, around the village of Verkhopenya. 2nd SS Panzer Corps Nightfall saw little respite from the battle, as there was intense fighting in darkness by SS Liebstandarte Adolf Hitler near Teterevino with roving Soviet tanks. Fighting subsided as the night mists arose. At dawn, the attack resumed. 4th Panzer Army were now fielding some 600 tanks along a 45km front. In misty conditions, 2nd SS Panzer Corps resumed its advance at dawn, with the objective of capturing the small town of Prokhorovka, just 8km away. As the morning progresses ever greater numbers of Soviet tanks were encountered as 1st Guards Tank Army threw everything they had left into the advance s path. In fluid tank battles, the Germans advance was slowed but not halted, with heavy losses in T-34s. 2nd Guards Tank Corp attacked the eastern flank of 2nd SS Panzer Corps, thinly held by the SS Totenkopf Division. They reported the destruction of 50 enemy tanks, supported by the arrival of Hs-129 ground attack bombers. This day would see the worst losses so far in tanks along the Voronezh Front for the Soviets. 3rd Panzer Corps 19th Panzer Division were engaged in heavy fighting for the fortified village of Kreida; bold action by its panzer grenadiers captured Kreida Station, then the village itself, then the next village of Belovskoe before they moved on to the next line of trenches defending Blishnaya Yigomenka and its wooded hills. The 429th Grenadier Regiment of 168th Infantry Division were attached to Kampfgruppe Köhler of 19th Panzer Division to clear Soviet resistance bypassed by the initial advances. The rest of 168th Infantry were still locked in combat against the immovable 81st Guards Rifles Division at Stary Gorod. 6th Panzer, and those elements of 7th Panzer that could be spared, attacked the village and road junction at Miasoedovo. 117 tanks and 45 Tiger tanks smashed the Soviet defences in the area, but the 92nd and 94th Guards Rifle Divisions had already arrived to block further advances northwards. The rest of 7th Panzer Division remained in place guarding the Corps right flank. Below: Soviet infantry and heavy artillery en route to Vornonezh Front. The Red Army s seemingly endless reserves eventually wore the German offensive down. (Novosti ) 29

31 JULY 8TH I think we ve had it. General Katukov, 1st Guards Tank Army, on hearing of the fall of Syrtsevo 48th Panzer Corps 48th Panzer Corps renewed its attack on Syrtsevo, but at first light 3rd Mechanised Corps launched a pre-emptive counterattack. They lost 40 T-34s and T-70s to the long guns of Tigers and Panzer IVs. The remaining defenders were subjected to an intense artillery bombardment and air attack before 3rd Panzer Division s 6th Panzer Regiment led the attack, supported by Grossdeutschland s grenadiers. The village, now a ruin, fell. 6th Guards Army defences were being eroded away by holding the Psel river line and the main routes to Oboyan without withdrawing. Needing fresh forces, more units were moved from the western flanks. This was of grave concern to STAVKA, who were planning a major counterattack with these forces. Meanwhile, Grossdeutschland redeployed their forces for an advance towards the village of Verkhopenya (with a good bridge over the Psel) and Hill astride the main Oboyan highway. A mistaken report of the fall of Verekhopenya saw their reconnaissance battalion and assault guns dispatched, only to discover that it was not Verkhopenya that had fallen, but another village along with a small bridge over a tributary of the Psel. Assault guns formed a bridgehead, which was rapidly counterattacked. The attack was repelled with the loss of 35 Russian tanks for the loss of no assault guns. Verkhopenya only came under attack in the evening. 2nd SS Panzer Corps SS Liebstandarte Adolf Hitler resumed its attack at 0500, and soon took the hamlet of Bol Majatschki with Panzer grenadiers and assault guns. The main force of SS Liebstandarte Adolf Hitler and SS Das Reich were driving north-east, having laagered around Teterevino, again aiming for Prokhorovka. They encountered a series of strong counterattacks by groups of up to 60 Russian tanks with infantry riding the tanks and Sturmovik air support. Large numbers of tanks were destroyed by the protective screen of PaK40 and 88mm antitank guns established in the night to protect Tetervino. There was fighting around the villages of Wesselyi and Kalinan on 2nd SS Panzer Corps eastern flank. SS units stormed Hills and with Stuka support. Both were fortified positions but capturing them outflanked the defenders of Wesselyi and it soon fell as well. Periods of heavy rain turned the ground into a morass, but the SS attacks reached the village of Solotino. The Russians claimed 40 German tanks knocked out, whilst the Germans claimed 121 Russian tanks destroyed. Unterscharführer Staudeggar, commanding his Tiger tank, was called upon to aid the defence of Tetervino from repeated Russian tank attacks. His damaged tank alone accounted for 32 Russian tanks in two attacks on the village. SS Totenkopft units were finally released from their flank protection duties by the arrival of units from 167th Infantry Divisions, freeing more of them to aid the attack north. This screening force was being subjected to repeated attacks from the east, that should have been prevented by the advance of 3rd Panzer Corps. 3rd Panzer Corps General Hoth exhorted Kempf to close up with 2nd SS Panzer Corps and push on to aid the coming battle for Prokhorovka. But, with heavy losses, this was already in serious doubt amongst Kempf s command. Still, 6th Panzer Division lunged another 8km forward, capturing the strongpoint of Melikhovo, but were unable to cross the Lipovyi Donets river, the major natural obstacle to linking up with 2nd SS Panzer Corps. 7th Panzer Division were still tied down on flank protection duty as the Soviet 7th Army reinforcements had begun local counter-attacks on the right flank. South of their positions, the 106th Infantry Division were also under attack by Soviet infantry with tank support. 7th Army were making a stubborn and skilful defence of their sector to frustrate the German advance. Only 6th Panzer had made any significant gains, becoming the lone spearhead of the attack. JULY 9TH 48th Panzer Corps For 48th Panzer Corps, Grossdeutschland, preceded by artillery and Stuka attacks, pounded Verkhopenya. From 0600, grenadiers and pioneers cleared the village building by building. Returning artillery and Katyusha fire hindered the attack. The division s fusilier battalion, reconnaissance battalion and supporting assault guns were the only units free to continue to push northwards for Oboyan, and were engaged in heavy fighting at the village of Novoselovka and Hill Meanwhile, 3rd Panzer Division were halted in front of the village of Beresovka, under heavy fire from the covering points 243 and 247. Lacking heavy tanks, they suffered losses and could not push northwards due to pressure on the western flank of the corps drive. Grossdeutschland received new orders to assist 3rd Panzer Division. This effectively ended the division s push northwards, as the Soviet commander maintained pressure on the flanks, 30

32 and thus tied down two Panzer divisions. Thereafter, only 11th Panzer Division were still driving for Oboyan. In the late afternoon Grossdeutschland stormed Points 243 and 247. There was intense fighting, repeated Nebelwerfer barrages and Stuka air strikes. This attack freed 3rd Panzer s units to attack Beresovka again, forcing 117th Tank Brigade to withdraw, their rearguard then becames surrounded in the retreat by elements of Grossdeutschland and was destroyed. 11th Panzer Division s attack was renewed, meeting fierce resistance from 16th and 71st Tank Brigades. 11th Panzer made slow gains as Soviet reinforcements were fed into the battle, more tanks and antitank guns blocking the route north. Fighting this day (and on the 10th) would leave the division still 20km from Oboyan. 2nd SS Panzer Corps Under a grey sky heavy with rain, 3rd Panzer Corps inability to close up with 2nd SS Panzer Corps began to have its effect. The SS Panzer Corps flank remained exposed to repeated counterattacks. The SS Das Reich Division were moved to take over the northern area of the eastern flank, freeing SS Totenkopf for offensive actions northwards at the point of the penetration. This move saw SS Das Reich holding position until July 12th, unable to take a full role in the drive towards Prokhorovka. 3rd Panzer Corps Very little ground was gained in a day of hard fighting as 6th Panzer Division re-grouped around Melikhovo, with reconnaissance forces venturing northwards, but found their route blocked by more Soviet forces. 19th and 7th Panzer Divisions were holding the flanks or had stalled. The Corps primary role as a flank guard are now a failure, as 5th Guards Tank Army were starting to arrive in the combat area unhindered and would soon be preparing for their huge counterattack at Prokhorovka. JULY 10TH 48th Panzer Corps Meanwhile, 48th Panzer Corps continued its operations on the western flank, with Grossdeutschland and 3rd Panzer Division destroying 6th Tank Corps. 11th Panzer Division managed only small gains northwards on the Oboyan road. US and British forces began landing in Sicily, putting extra demand on Germany s strategic reserves. Hitler wanted the SS Divisions for the new Italian front. 2nd SS Panzer Corps 5th Guards Tank Army were moving into positions after covering hundreds of kilometres from Steppe Front s reserve. Their orders were to block any further penetration at Prokhorovka. It contained five fresh Tank Corps, with 830 tanks and self-propelled guns. 2nd SS Panzer Corps drive continued towards Prokhorovka. SS Totenkopf attacked and captured the village of Klujtski on the river Psel. Led by their Tiger tanks, they forced the 11th Mechanized and 33rd Rifle Corps to withdraw, and followed up by establishing a small bridgehead over the Psel. Once on the northern bank, Panzer grenadiers led an attack on Hill 222.6, which covered the left flank of SS Liebstandarte Adolf Hitler division s main drive. No large bridge over the river meant no armour support for the assault, but they still captured the high ground. SS Liebstandarte Adolf Hitler s 2nd Panzer Grenadier Regiment, with tank and assault gun support, attacked the heavily fortified Hill 244. After four hours of combat against dug-in infantry and T-34s, they eventually seized the high ground. Voronezh Front was in danger of disintegrating under the constant German pressure. 3rd Panzer Corps General Kempf was informed that 24th Panzer Corps was to reinforce his stalling offensive. The last of Army Group South s Panzer reserves, 24th Panzer Corps consisted of 17th and 23rd Panzer Divisions and 4th SS Panzer Grenadier Division Wiking. They will take several days to reach the front. Meanwhile, 3rd Panzer Corps three panzer division were now down to half strength in tanks and assault guns. The 47 remaining tanks of 6th Panzer Division were contained around Melikhovo by 69th Army s 92nd Guards, 94th Guards and 705th Rifle Divisions. They needed 7th and 19th Panzer Division s assistance, but both were engaged on the flanks and tied down by counterattacks. 19th Panzer and 118th Infantry Divisions were clearing the eastern bank of the Northern Donets river as the Russians here disengaged and withdrew. This was part of a plan to shorten their lines and create a new reserve to block the northern thrust. In the night, some of the remaining tanks moved to join 6th Panzer Division for a dawn push. General Von Manstein was now desperate for a break through to aid 2nd SS Panzer Corps advance. JULY 11TH 48th Panzer Corps 48th Panzer Corps Grossdeutschland Division was still rolling up Russian anti-tank and artillery positions on the western flank. Its objectives were complete by 1000 hours. With the threat to the western flank now deemed eliminated, Grossdeutschland 31

33 Above: Motorised transports dispersed in a valley are joined by a 37mm FlaK(36) on a SdKfz 7 and ammunition trailer. This shot provides a good view of the rolling terrain. (Bundesarchiv Bild 101I A) were to regroup before rejoining the push north to Oboyan on the next day. It had just 36 tanks still serviceable, including 10 Tigers. 3rd Panzer would move up to take Grossdeutschland s positions. The Russians were also regrouping for a long planned counterattack from the west, planning to unleash it on July 12th. The German high command had made a mistake, underestimating the strength of Russian reserves here and weakening its defences too soon. 2nd SS Panzer Corps SS Liebstandarte Adolf Hitler resumed its advance, attacking along the road to Prokhorovka. Their objective was Hill They encountered a wide anti-tank ditch and halted, awaiting bridging units to cross. Meanwhile, 9th Guards Airborne Division were deploying onto Hill 252.2, forming a screen for the tanks of 5th Guards Tank army deploying behind. They were subjected to heavy Stuka attacks throughout the day. The Liebstandarte Panzer Grenadier Regiment moved to clear woods north of the village of Storozhevoe, but the viilage was held despite vicious close quarters fighting. SS Das Reich attempted to capture the village of Vinogradovka but were thwarted by the need to protect the flank from constant harassing attacks. Unable to move northwards, this in turn leaves the SS Liebstandarte Adolf Hitler Division s flanks exposed, and forced their advance to halt in midafternoon, despite the capture of the Oktobrskii state farm from dug-in KV-1 and T-34 tanks of 28th Tank Corps. The SS Totenkopf divison are still engaged, attempting to seize all of Hill north of the Psel. By nightfall, the Tank Corps of 5th Guards Tank Army had been ordered into their start positions around Prokhorovka for their morning counter-offensive. 3rd Panzer Corps The dawn assault began with Tigers of 503rd Heavy Tank Battalion in the vanguard. They made a 6km gain to reach Kazach e and capture it from the battle-weakened 81st Guards Rifle Division, which had redeployed to prevent a northern breakthrough. Only the already weakened 375th Rifle Division remained in reserve for 69th Army. General Krivchenkin, commander of 69th Army, appealed to General Vatutin at Front for more reserves, 32

34 knowing that his forces were unlikely to hold much longer. 19th Panzer Division attacked along the river to capture the villages of Khokhlovo and Kiselovo. JULY 12TH Soviet forces holding the front lines around the Orel salient, north of the Kursk battles, launched Operation Kutuzov (see Operation Kutuzov). 48th Panzer Corps 48th Panzer Corps faced renewed assaults from its western flank as Grossdeutschland division regrouped along and west of the main Oboyan highway. 3rd Panzer Division moved northwards to take over the Verkopenya sector, with 332nd Infantry Division in turn taking over from them around Rakovo. The Soviet assaults began at 0900 with ad-hoc forces of already heavily damaged units, now reinforced by 5th Guards Tank Corps. They smashed into 332nd Infantry Division s positions near Chapaev, with Russian tanks reaching Rakovo by nightfall. 3rd Panzer Division were also pushed back, and their evening counterattack failed to retake any of the lost ground, leaving the hard-won village of Verkopenya now under threat. Grossdeutschland and 11th Panzer Division were both forced to fight defensive battles against forces sent to pin them in place. They held out, but no ground was gained towards the objective of Oboyan. 2nd SS Panzer Corps SS Liebstandarte Adolf Hitler division resumed it advance on Prokhorovka from the vicinity of the Oktabryski state farm and Hill st Panzer Grenadier Regiment cleared the village of Storozhevow and prepared to move against the next village at Jamki. 2nd Panzer Grenadier Regiment advance from Hill along the railway line with 1st SS Panzer Regiment in support with the division s remaining 67 tanks. 5th Guards Tank Army launched their own counterattack behind a 15 minute barrage of artillery and Katyusha fire, unleashing an avalanche of Soviet armour. 18th Tank Corps was on the Soviet right, with 29th Tank Corps next to them and 2nd Guards Tank Corps beyond them. 5th Guards Mechanised Corps was held as the reserve. The assault was supported by self-propelled guns and two additional Katyusha regiments. In total, 501 T-34s, 261 T-70s, 31 Churchill MkIVs, 21 KV-1Ss and 37 self-propelled guns (SU-76s and SU-122s) were ordered to close rapidly with the enemy, hoping to engage the Tiger tanks at under 500 metres. In fact, in all three SS divisions facing the assault there were only 15 operational Tigers in total. As 2nd SS Panzer Corps front was engulfed in the attack, SS Liebstandarte Adolf Hitler were caught in the centre. Waves of Soviet tanks and mounted infantry appeared. 18th and 29th Tank Corps were the first echelon, and both sustained heavy losses. On a clear day, with good visibility, they were spotted at long range and the powerful German tank guns began to knock out the charging tanks, soon assisted by the forward PaK-40 armed anti-tank defence screen and Panzer grenadiers armed with magnetic mines. A swirling melee of tanks ensued, but by 0900 the first waves had been driven off. Continued, relentless attacks followed. T-34s penetrated through 1st SS Division s reconnaissance battalion, and reached their artillery guns, crushing two 150mm howitzers before being destroyed themselves. On the German right, SS Das Reich were heavily engaged by 2nd Guards Tank Corps, whilst on the left, SS Totenkopf still pushed north, along the ridgeline north of the Psel river. The Eicke Panzer Grenadier Regiment, supported by 3rd SS Panzer Regiment, all but destroyed the 52nd and 98th Guards Rifle Divisions in the process and gained 9 km. Meanwhile, attacks continued throughout the afternoon, with neither side gaining any ground, and by nightfall both front lines had moved very little. 5th Guards Mechanised Corps diverted forces to intercept SS Totenkopf s penetration. The 18th and 29th Tank Corps, both badly mauled, established new defensive positions and prepared for renewed attacks on the 13th. 5th Guards Tank Army s counter had stalled the SS advance, but at a very heavy price. 3rd Panzer Corps The Russians launched a diversionary attack on 3rd Panzer Corps right flank. Three rifle division of 7th 33

35 Guards Army gained a mere 2km. General Kempf was instructed that his Panzer divisions must cross the Northern Donets that day to be of any aid to the rest of the offensive now embattled at Prokhorovka. He identified the bridge at Rzhavets as his objective, but was still 12 kms short. A plan for a sneak night march to Rzhavets is implemented. A column of 2nd Battalion, 11th Panzer Regiment and 2nd Battalion 114th Panzer Grenadiers, led by a single captured T-34, would make a daring drive through the enemy lines in darkness. The men were allowed to smoke and act casually, but not talk! In the darkness, they are mistaken for re-deploying Russian forces and almost reached Rzhavets before the leading T-34 broke down and had to be pushed into a ditch. Having passed through the Russian defences, the column surprised the defenders of Rzhavets and quickly scattered them, capturing the river crossings. 19th Panzer Division drove along the river to rendezvous at Rzhavets and so reinforce the bridgehead. In so doing, they establish a second bridgehead over the river at Schlevokovo. The Russians move to attack Rzhavets from three sides, with more fighting at Alexsandrovka against elements 6th Panzer. These German units were then pulled out to join the bridgehead forces for the breakout attempt. JULY 13TH 48th Panzer Corps The day was spent in re-grouping its forces and re-organising to counterattack against the Russian gains from the west. The Russians continued to press from the west, and again this pinned the Panzers in place, not allowing them to deploy for the push northwards. The focus of the offensive had now shifted away from the left flank, to the battles around Prokhorovka and 3rd Panzer Corps bridgehead. All efforts to reach Oboyan had now effectively ended. 2nd SS Panzer Corps Following the furious tank battles of the 12th, 2nd SS Panzer Corps were again to press their attack, with the focus now shifting away from SS Liebstandarte Adolf Hitler s drive to SS Totenkopf s break through north of the river Psel, which threatened to envelop Prokhorovka from the west. 5th Guards Tank Army, having spent the night preparing defences, digging in tanks and laying mines, were now on the defensive. 10th Guards Mechanised Brigade was moved to attack SS Totenkopf, and succeeded in preventing a repeat of the previous day s lost ground. The SS Totenkopf were now down to just 54 serviceable tanks (and its 20 assault guns still guarding the Psel bridges). By day s end, they had no Tiger tanks operational. In the afternoon, the division pulled back, conceding its gains. SS Liebstandarte Adolf Hitler resumed its attack at midday after a meeting between General Hauser (2nd SS Panzer Corps) and General Hoth (4th Panzer Army) who agreed that the Soviet forces must now also be exhausted. The 1st SS Division s two-pronged assault failed, being repulsed by the dug-in remnants of 18th and 29th Tank Corps. Meanwhile, SS Das Reich continued to fight its way eastward, planning THE CANCELLATION OF OPERATION CITADEL By 13th July it had become clear that the Panzer divisions were worn out from the heavy combat of the past eight days. The troops were exhausted, their combat strength severely weakened by the seemingly never-ending supply of Red Army units thrown into every developing breach or possible breakthrough. Every kilometre of the advance had been hard fought. Unlike in the great Blitzkrieg assaults of 1941 and 1942, the Soviet soldiers had not broken before the Panzers. The daily toll of attrition had greatly weakened the Panzer divisions. For Germany the strategic and political situation had also changed. The American and British landings in Sicily had been successful, and it seemed Italy no longer had the stomach for a war fought over its homeland. The capitulation of the entire Italian Army would put southern Europe in jeopardy, and the German High Command needed reliable troops to shore up the Italian Front. Hitler s favourites, the vaunted 2nd SS Panzer Corps, were earmarked for the task, and as such had to be extricated from their battles south of Kursk. Also, the Soviets had launched their own offensive against Orel, and it seemed, even at this early stage, that the weight of the attack would not be halted. Army Group Centre had to pull 9th Army out of the line to save it from encirclement and destruction. Army Group Centre could not allow itself to be surrounded and trapped; such an event would be catastrophic for the entire Eastern Front and surely see the war lost. To free Von Kluge s hand, his part of the Citadel offensive from the north would have to be abandoned. The decision was made on the 13th, but it was not officially ordered until 17th, but by then the German Army had shot its bolt, and no further offensive operations would ensue. All that remained was for a fighting withdrawal back to their start lines, and in many cases well beyond. Attack would now turn to defence. 34

36 to link up with 3rd Panzer Corps leading units and attack Prokhorovka from the south-east. They attacked from Ivanovka and Vinogradovka, but further south, 3rd Panzer Corps still could not break through the last 10 km to link their forces into one front. These eastward attacks would be the last offensive actions of 2nd SS Panzer Corps, stalled short of their objectives, as orders were received to hold on the defensive on the 14th, until the order for withdrawal was received. OPERATION RUMYANTSEV Delayed by three weeks due to the Kursk fighting, Operation Rumyantsev was not finally authorised to begin until August. With the objective of recapturing Belgorod and Kharkov (the Soviet Union s third largest city), it would involve Voronezh Front, Steppe Front and South-West Front in the elimination of the German held salient south of Kursk, and thus threaten a large part of Army Group South with encirclement and destruction. It was planned as an even larger counter-offensive than the earlier Kutuzov operation. Developed in tandem with Operation Kutuzov to the north, the offensives could not be launched simultaneously as first planned, due to the disorganisation and losses caused by the Citadel fighting. When the Red Army forces required for the attack were finally in position (and in many cases rebuilt with fresh troops and new tanks) the assault was only deemed ready to begin on August 3rd. At a meeting at Rastenburg, the Führer, in conference with Generals Von Manstein (Army Group South) and Von Kluge (Army Group Centre), ordered the cancellation of Operation Citadel. 3rd Panzer Corps 6th Panzer Division attempted to exploit the gains from its surprise raid, but on hearing of the fall of the Rzhavets bridge, General Vatutin (Voronezh Front) ordered General Rotmistrov (5th Guards Tank Army) to send a blocking force south. Group Trufanov was dispatched to prevent 3rd Panzer Corps forcing its way the last 15km to Prokohorvka. There were furious battles against Trufanov s two reinforced Mechanised Brigades for the Rzhavets and Shchelokovo bridgeheads, with multiple Russian counter-attacks re-capturing the village of Rydinka, but with heavy losses. The Germans gained little ground in the face of the reinforcements, even as their own strength in the bridgehead grew. JULY 14TH JULY 16TH 48th Panzer Corps Grossdeutschland and 3rd Panzer Division began a two day counterattack against 5th Guards Tank Corps and 10th Tank Corps, driving them back west and all but destroying them to recapture the ground lost on the 12th and 13th. This stabilised their western flank of their penetration (again), but still The assault began north-west of Belgorod in overwhelming force, with subsequent attacks following on the 4th, 5th and 8th of August further along the flanks as more divisions went on the offensive to pin German forces in place. Already weakened and battle-weary German units were pressed back. The leading Soviet tank units gain 20km on the first day. The 167th Infantry Division suffered especially heavy losses, being massively outnumbered. 2nd SS Panzer Corps was recalled to the area from the Mius river, to assist the defence of Kharkov and were detraining there in a few days to meet the new threat. 5th SS Panzer Grenadier Division Wiking were also redeployed again to aid 3rd Panzer Corps defence. Despite rapid shuffling of forces, the Soviet attack continued to make gains, and Belgorod was abandoned before the defenders were surrounded. A three day German counterattack by SS Divisions Das Reich and Wiking at Bogodukhov slowed the attackers, but the advance towards Kharkov was inexorable, and the Germans retreat steadily. On 17th August Grossdeutschland, 7th Panzer and 19th Panzer Divisions combined for another counterattack, mustering just 100 tanks between them. Despite making gains and encircling some forward Soviet units, they could not halt the Soviet advance. The 57th Infantry Division was shattered by sustained artillery, breaks and routs. There were desperate battles west of Kharkov to delay the city s encirclement, which helped the Germans extract more units. Kharkov itself is razed as the Germans abandon it. The Russians launched an allout assault on the city on the 22nd August, but most of the Germans had already withdrawn. The ruins of the city were liberated (again). Rumyantsev was a success, but at a heavy price for both sides, one that the Germans could least afford to pay. Their Panzer divisions, already heavily damaged in the drive to Kursk, were now just shells of units. At the end of August, 11th Panzer Division reported only 820 grenadiers and 15 tanks ready for combat. 19th Panzer Division had even less, with just seven tanks. Operation Rumyantsev was the final nail in the coffin for the Operation Citadel plan. Instead of tearing a hole through the Eastern Front (again), Army Groups Centre and South were now in retreat. 35

37 no ground was gained towards the objective of Oboyan. All three of the Corps Panzer and Panzer Grenadier divisions were now worn-out, and lacked the fighting power to turn back northwards even if the Russian flank attacks would have allow them. 2nd SS Panzer Corps This day saw the launch of Operation Roland, a quickly revised plan for the capture of Prokhorovka by swinging the weight of the attack away from SS Totenkopf on the left to SS Das Reich on the right, after achieving a link-up with 3rd Panzer Corps. SS Totenkopf would hold its position north of the river Psel, whilst SS Liebstandarte Adolf Hitler prepared an attack on their own right flank to aid SS Das Reich s main push. This new attack still made little headway and there remained 130km between the 4th Panzer Army s southern attack and 9th Army stalled at the north shoulder of the salient. 3rd Panzer Corps The battered remnants of the Corps joined Operation Roland, attacking towards Prokhorovka from the south-east and attempting to trap the Russian forces between themselves and SS Das Reich to the west. There was more heavy fighting against Group Trufanov, now reinforced with more anti-tank units, but this change of direction of attack failed to bring any sudden breakthrough, as the Russian defences remained solid before the Corps advance. 24th Panzer Corps divisions, still being withheld from the front, were redirected away from their assemble area around Kharkov to assist the defence of the Northern Donets river, now under attack around Izium. These fresh divisions would not arrive to aid Operation Roland. JULY 17TH 2nd SS Panzer Corps All three SS divisions were ordered to return to their Citadel start lines, and were then to be pulled from the front line in order to be re-deployed, to meet a new and threatening Soviet assault along the Mius river in the far south. The SS divisions central role in Operation Citadel was over. Along the entire front, north and south, the German Panzers had been halted. They had inflicted massive losses on the enemy but the critical break through was never achieved and both the northern and southern attacks never reached Kursk. BEYOND KURSK THE BATTLES OF LATE SUMMER AND AUTUMN 1943 As the fighting around Kharkov came to an end in August 1943, the STAVKA offensive plan was still not complete. The Soviet high-command had grander plans still, as throughout August and into September every Soviet Army Front, from the far north to the very south, would go over to the offensive assaults suddenly exploding like firecrackers along the thousands of miles of front line. the German Army Group South, which was forced to withdraw to the river Dniepr to save itself from a humiliating defeat and destruction. General von Manstein demanded that the Führer give him freedom of action to save his endangered divisions, or that the Führer replace him. The Führer gave way, finally breaking his stand at all costs order and, at Von Manstein s direction, the German Army began a massive withdrawal, pursued all the way by the Red Army. knew that they could not allow the Germans to become well dug-in on the far bank. They rapidly thrust tank columns at key crossing points. German resistance now became ferocious, knowing that the defenders had to buy time for escaping units to withdraw over those vital bridges. Throughout the late summer and into autumn these mobile battles continued, as Army Group South spilled back across the bridges and then fanned out again to establish its new front line. Everywhere the German Army and its allies found themselves suddenly beset. Troops were tied down in defensive battles, unable to move to reinforce more threatened sectors. The Red Army pushed hard, and the Germans were finally forced to give ground before them. The Red Army was now involved in a general offensive, but the focus of its efforts were against The Dniepr (one of Europe s largest river and two miles wide in places) was held by the Wotan line, a bulwark along the Eastern Front, just as the Reich had established the Atlantic Wall on its western borders. But the line existed in name and as future plans only. Very little in the way of solid defences had actually been constructed. Even so, the Dniepr still represented a formidable barrier to the Red Army. STAVKA commanders In general, the withdrawal was orderly and a great success (if any strategic withdrawal can be), but, in several places, the Russians did manage to penetrate through the German lines and to establish their own small bridgeheads over the river, ready to be exploited when their forces had closed up behind the Germans. This would be the next phase of the war to liberate the Motherland. 36

38 THE ARMY LISTS This book contains four Army Lists, for battlegroups constructed from four different types of divisions. There are two for the Germans Panzer divisions and infantry divisions, and two for the Russians tank corps and rifle divisions. These are the principle organisations that fought the Battle of Kursk, and the character of the parent unit will be apparent in your battlegroup. The Panzer division (always popular) has the majority of the tanks, but an infantry division can also have some tank support, but will mostly be relying upon its infantry and artillery. Also, when on the defensive, players will find that an infantry (or rifle) division is well worth considering, as these have access to lots of prepared defences and thus can be far more effective fighting on the defensive than their tank-heavy counterparts. Each Army List is organised into ten different types of units, divided into two halves. The first half is called Front Line Assets. This consists of the principle combat units of the battlegroup, its infantry, tanks and artillery, along with its battlefield command and any prepared defences. The second half is called Support Assets, second line and specialist units which lend aid to the front line. These include such specialists as Reconnaissance units, Engineers, Logistics, Additional Fire Support and Specialist Units. Support Assets can only be taken by first including Front Line assets. For each Front Line asset included in your battle-group you are allowed to purchase a unit from a Support section. Which Support section you can take is dictated by which Front Line Asset was chosen. The details are covered below, and again in the Army Lists themselves. FRONT LINE ASSETS Forward Headquarters This is the battlegroup commander (that s you) and any specialist units which are attached to him, such as Communications units. The Forward Headquarters can sometimes be a fighting unit, right up to operating in the tank, whilst attached to it might be radio vehicles, messengers or other sub-commanders. For each Forward Headquarters unit in your battlegroup you can include a single unit chosen from either Logistics, Specialist units or Additional Fire Support. Infantry These are the ground-pounders, the squads and platoons of fighting infantry, which might be directly supported by infantry-borne heavy weapons like machine guns or lighter mortars. For each infantry unit in your battlegroup you can also include a single unit chosen from either Engineers, Reconnaissance or Specialist units. Tanks The front line armour, squadrons of the main fighting vehicles, including self-propelled guns as well as the tanks. For each Tank unit in your battlegroup you can also include a single unit from either Engineers, Logistics, Reconnaissance or Specialist units. 37

39 Artillery These are the guns dedicated to supporting your own battlegroup. They might be deployed in close support, as actual models on the table, or a bit further to the rear as off-table support. These are the battalion s, regiment s or division s own organic guns. Larger guns from the supporting corps, army and front level artillery units must be taken from Additional Fire Support. For each Artillery unit in your battlegroup you can also include a single unit from Additional Fire Support. Defences This part of the army list can only be used if the battlegroup is the defender in an Attack-Defence scenario, in which case they may be dug-in to prepared positions, behind minefields and anti-tank ditches, inside pillboxes and strong points, etc. Defences do not allow a battlegroup to include any extra support units. SUPPORTING ASSETS Reconnaissance Any battlegroup can be supported by its parent division s (or corps ) reconnaissance units, seeking out the enemy for them and aiding the battlegroup commander by providing him with good intelligence on the enemy s positions and movements. Reconnaissance units vary from infantry patrols on foot, to fast moving units on motorcycles (or even horses), to armoured cars and light tanks and can also include aerial reconnaissance units. Logistics Second line logistical support units include supply vehicles, which bring extra ammunition and fuel to the front lines, to the medical support of aid posts and combat medics. They aren t fighting units, but still fulfil an important role. Engineers Negotiating a battlefield requires many engineering tasks, from building bridges and clearing minefields, to clearing enemy strong points with special weapons like flamethrowers. Engineer support includes all this, in the form of pioneer (or sapper) units and specialised engineering vehicles, like bridge-laying vehicles, demolition units and recovery vehicles. Additional Fire Support Beyond your battlegroup s parent division, there is a whole army of extra artillery units which can lend support. Demand upon these units is always great, and every battlegroup commander cannot have all the aid he would like, but corps, front and army command can lend the support of heavier guns, as well as providing a few useful tactics, like counter-battery fire missions to attack off-table enemy artillery or pre-timed barrages and air strikes. This section also includes the army s Close Air Support Table, which are used should an aircraft arrive to aid the battlegroup. Specialist Units These are the oddities and rare units. These are units or vehicles that don t easily fit into the other categories, as well as rare units which, whilst present at Kursk, would not have formed the backbone of a battlegroup often this includes uncommon heavy anti-tank or anti-aircraft guns or some unique, Elite rated units. USING THE BATTLE GROUP ARMY LISTS The Army Lists included allow you to select a (hopefully) balanced force to play a game. The easiest way of doing this is to use a Battle Group Organisation Chart (see the example overleaf). This chart contains all the different types of unit and places to note down points values, battle Above: SS soldiers (actually dismounted cavalry) advance in an anti-partisan sweep. This photo was taken in May 1943, perhaps during the build-up for Operation Citadel. (Bundesarchiv Bild ) ratings, how many Officer units it includes and how many Scout units. When creating a battlegroup, units are bought, using points. Before a game, the players should have set a points limit, for example 1000 points, and these points are spent on units. As you select a unit, note it down on the organisation chart along with its Battle Rating, until you have no points left. You should only expend the points available to you; do not exceed the total. 38

40 UNIT AVAILABILITY The Army Lists also place some restrictions on how many units your battlegroup can include. Infantry Platoons A battlegroup must include some infantry. It cannot function without infantry to support the tanks and hold the ground it captures. The German player and Russian player have different maximum limits, because of the different character of their fighting forces and the quantities of infantry each side could historically field. The size of the game also dictates the minimum and maximum amount of infantry your force can include, shown on the Infantry Requirement Table above. INFANTRY REQUIREMENT TABLE Game Level Max Restricted German Infantry Russian Infantry Points Units Min Max Min Max Squad squad 1 platoon 1 squad 2 platoons Platoon platoon 2 platoons 1 platoon 4 platoons Company platoons 3 platoons 2 platoons 6 platoons Battalion platoons 6 platoons 3 platoons 9 platoons Restricted Units The army lists note some units as being Restricted, these are rare units to which an army just would not have easy access. Restricted units are limited by the size of game. In a squad-level game, you may take two restricted units. In a Platoon-level game you may take three Restricted units. In a Company-level game, you may take four Restricted units. In a battalion-level game, you may take five Restricted units. You can take more than a single unit of a Restricted unit, but each one still counts as a Restricted choice. Unique Units Some units have the Unique special rule. This means you can only include one of them, regardless of the size of the game. Some very rare units are rated as both Restricted and Unique, this means you only have one, and it counts as one of your restricted choices. 39

41 EXAMPLE OF USING AN ARMY LIST In this example, I will be selecting a Russian Tank Corps battlegroup of 600 points for a platoon-level, meeting engagement game. In this size of game I can include a maximum of three Restricted choices. First, I must meet the minimum requirement of infantry in a platoon game, which is (ta-da) a platoon! I start with a motorised rifle platoon for 58 points. For its own organic platoon support I also include a Maxim MG team for 18 pts and an anti-tank rifle team for 14 pts. In all that is 90 points and 7 BR. The platoon also allows me up to four choices from Reconnaissance, Engineers or Specialist Units. Next, I need some tanks. I ll include a T-34 platoon for 100 pts, and an SU-76 battery for 75 pts. That is another 15 BR, and the SU-76 battery is my first Restricted choice. Each allows me a further two support choices. From Logistics I ll take a single supply wagon for 4 points and 1 BR. From Special Units my force will include a SU-152 for 52 pts and 3 BR. Using both my allowed additional fire support choices, I ll take a 2nd priority artillery request for my FAO, and a counter-battery fire mission. That is just 20 points and 0 BR. My grand total is now 486 points, and 34 BR. That leaves me another 114 points to spend. To assist my FAO further I ll take a wire team from the Forward HQ section, for 7 pts and 0 BR. That also allows me a further additional fire support or logicstics choice. I ll take the fire support, in the form of a timed Katyusha barrage for 30 pts and 0 BR. I have just 77 points left, and feel I need more tanks. I can only get one T- 34 for that, but a whole platoon of T- 60s. I ll take the platoon of three light tanks for 50 pts and another 6 BR. With just 27 pts left I have no antiaircraft defence, should I risk it? The cheapest is 28 pts, so I would be 1 point over. My opponent agrees to this, so I can take a quad Maxim MG mounted on a Gaz truck for 28 pts and 2 BR. It is also my second Restricted choice. Done! My battlegroup is now ready for action. It cost 601 pts, and will start the battle with a healthy total of 40 BR. It also has two Scout units but only one Officer (and no Senior Officer at all), meaning command and control are going to be touch and go with at least 27 units. So far I ve spent 265 pts on the core of my force. Next for some artillery units. I ll include a Forward Observer Team for 16 pts and 1 BR. He will be spotting for a heavy mortar battery of two 120mm mortars, each upgraded with a loader team for 78 pts. So that is another 94 pts and 3 BR in all. It also allows me up to two additional fire support choices should I want them. I m not the defender in an Attack/ Defence scenario, so I can t take any Defences. But, I still have 254 points left to go. Next I ll look at some Support choices. Firstly, Reconnaissance. My force will be screened by a Mechanised Infantry Patrol in a White scout car, with antitank grenades for 33 pts and 3 BR and a Jeep recce team for 18 pts and 1 BR. Usefully, both can also spot for the mortar battery too. 40

42 VEHICLE PROFILES Each vehicle has its own profile, giving details of its movement, armour and armament, as follows; Panzer IV H 8" 12" - K N(M) N 75mmL48 Turret 9 MG Co-axial - MG Bow - Off-Road: the distance a vehicle can move on the table top (in inches) for a normal move, whilst travelling off-road (or partially on a road and off-road). Road: the vehicle s top speed, travelling flat out whilst it stays on a road for its entire move. Special: any special rules the vehicle has for movement, such as extra mobility or being unreliable. The full rules can be found in the Unit Special Rules section. Armour: rated from A to O (with A as the best), each vehicle has an armour rating for front, side and rear armour. These are used for hits from the vehicle s front quarter, left and right quarter and rear quarter. It also notes if a vehicle is Open-Topped. The vehicle s side armour due to its Schürzen is given in brackets. Weapon: the vehicle s main armament and any secondary weapons are listed here. The weapon s full profile will be given in the gun profiles section. Mount: how the weapon is mounted, dictating its arc of fire. FRONT SIDE SIDE REAR Ammo: the number of shots the weapon has for the entire game. This is not a literal number, but represents burst of firing at the enemy, given that one shot rolled for isn t actually one shot fired. Before the start of a game, ammunition must be allocated as either HE or AP. So, if a vehicle has an ammunition capacity of 9, it could allocate this as 4 HE and 5 AP, or 7 HE and 2 AP. This is entirely up to the commanding player. Some guns only have one ammunition type, so they automatically have just that! A vehicle that runs out of a type of ammunition cannot fire it again until it is re-supplied. GUN PROFILES As well as vehicles, all guns also have a profile. WEAPON AMMO HE EFFECT RANGE mmL60 (PaK38) HE 3/ AP Ammunition: the types of ammunition available for that gun, usual HE (High Explosive) or AP (Armour Piercing). Some guns only have one type. HE Effect: the number of dice and the roll required to inflict damage with the gun s high explosive shell, used against infantry and deployed guns. Expressed as 3/6+, this means three dice needing 6+. Armour Penetration Values: each shell s value, rated from 15 to 1 (with 15 as the best) when rolling to penetrate a vehicle s armour. For HE rounds this is a constant value, because a shell s blast doesn t get smaller over range. For AP shells the value reduces over range, as the shell s velocity naturally drops off. Some longer guns include a penetration value for the 50-70" range band. 41

43 THE GERMAN ARMY AT KURSK TANKS Panzer III Still a mainstay of the Panzerwaffe for Operation Citadel was the Panzer III. The tank was recognised as a declining asset, with its light armour and limited main gun size, and the Germans knew it was not a match for the Soviet T-34. By the time of Kursk the decision to phase out the Panzer III for its replacement, the Panther, had already been taken, but as yet Panther production had been unable to meet the demand. By the summer of 1943, the Panzer III had developed to its final mark, the Ausf M. This was the most common mark of tank available to the Panzer divisions. Mounting the 50mm L60 KwK39 gun, and with 50mm of frontal armour, the Ausf M s main difference to the previous Ausf L (also in wide use at Kursk), was its improved waterwading equipment, sealed air intakes and exhaust louvres. The Ausf L mounted the same weaponry as the Ausf M and had improved its frontal and turret armour over the Ausf J (again some of which were still in service). The Ausf J mounted a shorter 50mm L42 cannon, (although some were also retro-fitted with the higher velocity L60 gun). The Ausf N replaced the 50mm gun with a short 75mm L24 howitzer for close support fire with high explosive shells, and was deployed alongside Tiger companies. Other variants of the Panzer III included the Befehlspanzer command tanks, Beobachtungswagen (artillery observation tank) and the Flammpanzer III, a modification of the Panzer III M replacing the main weapon with a flamethrower and a 1,000 litre fuel tank. These were deployed to support the attacks of the 6th Panzer, 11th Panzer and Großdeutschland Divisions and proved highly effective in clearing Soviet trenches and strongpoints. The Panzer IIIs were deployed in mixed companies, fighting directly alongside the larger Panzer IVs. The Panzer III could also be fitted with Schürzen plates. This was stand-off armour developed to defeat Russian anti-tank rifle fire against a tank s more vulnerable sides. Large numbers of plates were issued and fitted by the crews but, at the beginning of the Kursk offensive, as many tanks were not equipped with Schürzen as were. In all, over 600 Panzer IIIs were listed on the Germans strength for the beginning of the offensive, making it the second most common tank, after the Panzer IV. Panzer IV The most numerous tank available to the Panzer divisions for Operation Citadel was the Panzer IV. It had become the workhorse of the German tank force in 1942, and would remain so until the end of the war. The latest development of the tank was the Ausf H, but it had only been in production since April 1943, meaning the earlier Ausf G was by far the most numerous mark available at Kursk. The Ausf G mounted the 75mm L43 gun, (a few would be retro-fitted with the longer L48 gun of the Ausf H), but at the beginning of the offensive Army Group Centre s tanks had no Ausf H available, and Army Group South could only muster 115 from a total of 700 Panzer IVs. The Ausf G had 50mm of frontal armour, carried an ammunition load of 87 main gun rounds and was also armed with two 7.92mm machine guns (co-axial and bow mounted). The Ausf H had better frontal armour of 80mm, as well as other technical improvements, including vision ports, air filters and a mount for a cupola anti-aircraft machine gun. Both had a crew of five. The Panzer IV operated in mixed companies directly alongside the Panzer IIIs. Like the smaller tank many were equipped with Schürzen, but many were not. Panzer V Panther Development of the Panther began in 1942, and production started in 1943, after close study of Russian T-34 tanks revealed that the current Panzer IIIs and Panzer IVs were outclassed by their enemy s equipment. Brand new at Kursk, the Panther tank was to see its first combat with Panzer Battalions 51 and 52, both attached to the Großdeutschland Panzer Grenadier Division with 4th Panzer Army in the south. They had been rushed through development and testing in order to make some 200 vehicles available for the offensive. Much was expected of this new design, but many of its technical problems had not been fixed by the time Operation Citadel was to begin. Much of this work was 42

44 43

45 still being done as the tanks were loaded on trains from their testing ground at Erlangen for movement to Kharkov and then to the front line. Likewise, the crews had not had time to become accustomed to the tank or each other, and there were significant weaknesses in the training tellingly in radio protocols and commander to gunner communications (always regarded as the keys to good tank operations by the Panzerwaffe). Mechanical problems, especially with the vehicle s final drive and electrics, plagued the tank s first deployment. The Panther s debut was considered a failure (although Panthers destroyed more Soviet tanks that any other German armoured fighting vehicle). Given its teething troubles, this verdict was no great surprise. Despite its size, classified as a medium tank, the Panther was the replacement for the now defunct Panzer III. The mark available to Großdeutschland was the Ausf D. Armed with the new and very powerful 75mm L70 gun and two machine guns, the Panther had a crew of five. The Panther was the basis for a Panzerbeobachtungswagen (observation) tank for commanders to operate alongside the other tanks, fitted with additional radio equipment. There were also a few Bergpanther recovery vehicles issued to Panther units. Of the 200 tanks deployed for Operation Citadel just four were Bergpanther recovery vehicles. Panzer VI Tiger The cutting edge of the Panzer and Panzer Grenadier divisions would be the fearsome Tiger. A heavy tank equipping the heavy company of the SS Panzer Grenadier divisions and the independent heavy tank battalions, the Tiger had gained a fearsome reputation as the most formidable tank in the world. First deployed in the winter of 1942, a captured vehicle (abandoned after sinking in a bog) had been thoroughly investigated by the Red Army, and by summer 1943 it was a well known enemy. Much of Soviet planning for the defensive fighting centred on stopping and destroying the Tigers. The Tiger was to be deployed at the very front of the panzerkiel (tank wedge) tactics employed by each division. This was a break from the stated tactic of deploying entire battalions of heavy tanks at the schwerpunkt (decision point) of a battlefield. Despite many complaints, the heavy tank battalions were split into individual companies and dispersed to support different Panzer divisions. Armed with an 88mmL56 gun and two machine guns, it was crewed by five men, who considered themselves the elite of the tank force. It carried 92 rounds of ammunition, with a standard load split 46/46 between armour piercing and high explosive shells. For all its reputation, heavy armour and large gun, the Tiger had many drawbacks. It was slow, it had reliability problems, needed a lot of maintenance in the field and its weight meant its engine could overheat and catch fire. Many of the earlier mechanical problems with such a heavy tank had now been ironed out and the Battle of Kursk would become almost synonymous with the Tiger tank. In fact, just 150 Tigers would take part in the Citadel attack, their presence and effect on the battlefield dwarfing their actual numbers. It was still the largest gathering of such heavy tanks ever mustered by the German Army. Panzer II A light tank that had served since 1939, by the time of Kursk the Panzer II had become obsolete and, for the most part had been removed from the Panzer divisions as no longer fit for combat duties. A few still survived, but most of these had been converted to command tanks or artillery observation vehicles. The Ausf F was the final production model, armed with a 20mm cannon and single coaxial machine gun. Panzer T34(r) The German Army quickly recognised the quality of the T- 34, and many captured tanks were pressed into service. For the Kursk offensive the 2nd SS Panzer Grenadier Division Das Reich were equipped with 26 enemy machines. These were the product of a tank workshop captured during the winter counter-offensive that re-took Kharkov. Their tanks were modified slightly, with a commander s cupola added. Other T-34s, pressed directly into service from the battlefield, were not modified. Before deployment the tanks had large recognition symbols painted upon them, in an attempt to 44

46 avoid the inevitable misidentifaction and friendly fire. Even so there was always caution about pushing the tanks to the front. The Das Reich T-34s were engaged successfully defending the right flank of II SS Panzer Corps. SdKfz 301 Borgward B IV remotecontrolled demolition tank Designated as the SdKfz 301, the Borgward B IV was developed in 1941 on the Munitionsschlepper VK301 chassis, to attack enemy hardened positions and clear minefields, after the German Army s experiences during the invasion of France. It was a remotecontrolled vehicle, being driven from a command tank (a Panzer III, although by 1943 these had started to be replaced by StuGs). The small tankette carried a 1,100 lbs demolition charge. The vehicle was first driven to its start line by a human driver, who then left the vehicle to be guided to its final target by radio control. Once at its target, the demolition charge would be set down, and the vehicle would be reversed away to safety before the charge was blown on a delayed fused. The charge was large enough to set off pressure fuses on mines or destroy bunkers and pillboxes. The vehicle s top speed was 38kph, but when in remote control mode it had to move far slower due to the care required by the operator. The first version, the Ausf A, was updated to the Ausf B in 1943, with the addition of better radio equipment. The Borgwards equipped specialist Funklenk companies, attached to assault units to clear the path for the following tanks and assault guns. Widely deployed by 9th Army, they proved useful in places, but the cleared lanes in minefields were still hard to mark due to the enemy bombardments, and the churned ground meant identifying the cleared route was difficult for following drivers. Many Borgwards were lost to artillery fire, including one of 314 Funklenk Company which took a direct hit, detonated and set off a chain reaction that destroyed two other Borgwards, the command tank and the Ferdinand tank destroyer following! Special rules for using Borgwards in the game are included in the Battlefield Engineering section. ASSAULT GUNS StuG III The Sturmgeschütz III had been in service since It was built on the Panzer III chassis, and started service with a short 75mm gun for close infantry support but, by 1943, due to its versatility, its role had changed. It had become an all-purpose armoured vehicle, used by anti-tank units and as a stand-in tank for some Panzer units as well as equipping the assault gun battalions of Panzer divisions. Below: At Kursk, the Panzer IV was the workhorse of the Panzerwaffe. The Ausf G was the most common German tank deployed. This is the improved Ausf H, with turret Schürzen and longer L48 gun. (Bundesarchiv Bild 101I ) 45

47 Assault gun battalions were also commonly attached to infantry divisions. By 1943 the StuG had reached its final mark, the Ausf G, armed with the 75mm L48 gun of the Panzer IV and single remotely operated machine gun. Many earlier marks were still in service as well, including the earlier Ausf F which lacked the latter s better armour protection and a few Ausf Ds and Es, still armed with the short 75mm main gun. Each StuG unit was also supported by the StuH42 assault howitzer, which was the standard StuG rearmed with a 105mm howitzer for its heavier high explosive round. Ferdinand Making its debut on the battlefield at Kursk, the Ferdinand was a super-heavy assault gun, built from a rejected design for a heavy tank (which later became the Tiger). Production had already started on 90 tank chassis, so instructions were issued for them to be converted into a heavy assault gun/tank destroyer to carry a formidable 88mm L71 gun in a fixed super structure. Regarded as a wonder-weapon by Hitler, who earmarked the entire production run for deployment for Operation Citadel, the Ferdinand had serious drawbacks. It mounted no secondary weapon for anti-infantry defence. It carried only 42 shells and weighed 62 tonnes, so much that recovery vehicles could not move stranded vehicles, which then had to be abandoned. Its massive weight meant it also lacked battlefield mobility. For Kursk two new battalions were formed, to be issued with Ferdinands by June Panzerjäger Regiment 656 included Battalions 653 and 654, each with 45 machines. They operated alongside Funklenk Company 314, equipped with remotecontrolled Borgward BIV demolition vehicles. All were deployed to reinforce 9th Army s attack in the north, hoping to make up for its relative lack of Tiger tanks. Their overall performance was deemed as poor. It powerful gun scored kills out to 3,000 yards, but many Ferdinands were disabled by mines and had to be abandoned. Sturmpanzer IV Brummbär A development of the Panzer IV chassis, the Brummbär was a 150mm infantry assault gun mounted in an armoured superstructure, deployed for close infantry support, especially in built-up areas. It was first deployed on the Eastern Front for the Kursk offensive. The earlier production model did not include the bow mounted machine gun. A single unit was equipped with Brummbärs, Sturmpanzer Battalion machines were available to assist 9th Army s attack, of which 19 were lost in the first days of the battle. SELF-PROPELLED GUNS Marder variants The Marder was a hybrid vehicle, mounting an anti-tank gun on available tracked chassis, usually that of the Panzer II or Panzer 38(t). Most utilised the 75mm L46 gun, but the PAK36r was armed with a captured Russian 76.2mm gun. Marders were issued to Heer, Luftwaffe and SS anti-tank units as a mobile version of the towed gun to provided infantry units with some mobile anti-tank defences. Wespe Another debutant at Kursk, the Wespe was a self-propelled artillery gun mounting a 105mm light howitzer upon the Panzer II chassis, the Wespe (Wasp) was issued to Panzer artillery units in the Panzer divisions for mobile artillery support. Hummel Like the Wespe, another vehicle making its first contribution to the war, the Hummel was a heavy self propelled artillery gun, developed on the larger Panzer IV chassis to carry a 150mm howitzer. Only one battery of each Panzer division was issued with Hummels. Grille A self-propelled artillery gun mounting the 150mm infantry gun upon a Panzer 38(t) chassis for the heavy infantry gun battery of Panzer grenadier battalions, each division being able to call upon just six guns. There were two marks, the Ausf H and Ausf K, both deployed at Kursk. They were used for mobile close fire support. A third mark, built on the Panzer II chassis, only saw service in North Africa. Hornisse A self-propelled anti-tank gun mounting an 88mm Pak43 on the same chassis as the Hummel. It was a long range tank destroyer. Deployed in independent heavy Panzerjäger battalions, these could be allocated to corps to support attacks (just as with the Tiger battalions). Most of the Hornisse available for Operation Citadel did not see battle due to unresolved technical problems that meant they were not deemed fit for combat by early July. They would come into their own in the late summer and autumn battles as the Russian unleashed their own counteroffensives, north and south of the Kursk salient. It was also referred to as the Nashorn. ARMOURED CARS Sdkfz 222 and 223 A light, four-wheeled armoured car which saw service throughout the war and in all the German Army s major campaigns. It was armed with a turret mounted 20mm cannon and co-axial machine gun. Its open-topped turret was given extra protection from enemy infantry by the addition of a mesh, anti-grenade screen over the top. The 223 was 46

48 the same vehicle, but with the main weaponry replaced by extra radio equipment. Sdkfz 231 and 232 Developed as an eight-wheeled heavy armoured car with good cross-country performance, to equip the reconnaissance battalions of the Panzer divisions, the 321 and very similar 232, were used by the heavy armoured car company, and usually operated in support of the lighter four-wheeled vehicles. It was armed with a 20mm cannon and a co-axial machine gun. Sdkfz 233 A development of the 231 armed with a short 75mm howitzer for close support, the 233 was issued to reconnaissance battalions, with six vehicles supporting the lighter armoured cars. Sdkfz 263 The command variant of the basic 231, the 263 was a radio communications vehicle which acted as a hub for the division s radio network. It was not a combat vehicle, and was armed with a single machine gun for self-defence. ARMOURED PERSONNEL CARRIERS Sdkfz 251/1 and variants Manufactured by Hanomag, from which it took its nickname, the SdKfz 251/1 series provided the Panzer Grenadier regiments with armoured transport from which to operate alongside the tanks. The initial tactic required the vehicle to deliver its squad of eight men directly onto the target, firing from its open topped transport compartment. This resulted in heavy losses in vehicles and production fell behind losses. The shortage resulted in a change of tactics, with the vehicle dropping the infantry off short of the target and providing covering fire for the attack on foot. This resulted in a sudden increase in infantry casualties. An inability to replace these losses resulted in another change, so that by the end of the war, the Panzer grenadiers were once again fighting from the vehicle itself. Variants of the basic /1 troop transporter included command and radio halftracks, a close support vehicle mounting the 75mm howitzer known as the Stump, as well as a platoon command vehicle mounting a 37mm gun, derisively known as the door knocker because of its lack of power. Others included mortar section transport, a light bridging vehicle and flamethrowerarmed variant for pioneers and an ambulance variant. At Kursk, the Panzer grenadiers generally advanced behind the tanks, inside the protective Panzerkeil wedge, but close by to offer the tanks their infantry protection or race forwards to overrun an objective or assault a Soviet strongpoint. Sdkfz 251/1 standard troop transport Sdkfz 251/2 80mm mortar carrier Sdkfz 251/3 radio communications Sdkfz 251/4 ammunition carrier and tractor for light infantry gun Sdkfz 251/5 engineers radio command vehicle (until 1943) Sdkfz 251/6 command post Sdkfz 251/7 engineers assault bridge Sdkfz 251/8 ambulance Sdkfz 251/9 75mm howitzer Sdkfz 251/10 37mm anti-tank gun for platoon headquarters section Sdkfz 251/11 telephone exchange and cable layer Sdkfz 251/12 artillery observation vehicle (until 1943) Sdkfz 251/13 artillery counter-battery fire control (until 1943) Sdkfz 251/14 artillery counter-battery fire control (until 1943) Sdkfz 251/15 artillery counter-battery flash spotter (until 1943) Sdkfz 251/16 engineers flamethrower Sdkfz 250/1 and variants Developed specifically for use by the Panzer divisions reconnaissance troops, the small 250 carried a section of just four men. Like its larger cousin, the vehicle was also developed for various roles, as a command and observation vehicle, mortar carrier and gun-armed support vehicle with 75mm, 37mm and 28mm guns. The /9 was developed as a possible replacement for the reconnaissance battalion s wheeled armoured cars whose off-road performance was deemed as poor, especially in wet conditions. Sdkfz250/1 4 man troop transport Sdkfz250/2 telephone cable layer Sdkfz250/3 radio vehicle Sdkfz250/4 observation post for StuG batteries Sdkfz250/5 observation post Sdkfz250/6 ammunition carrier for StuG batteries Sdkfz250/7 80mm mortar carrier Sdkfz250/8 75mm howitzer Sdkfz250/9 20mm cannon in turret Sdkfz250/10 37mm anti-tank gun for platoon headquarters section Sdkfz250/11 28mm Panzerbusche 41 anti-tank gun for platoon headquarters Sdkfz250/12 Artillery observation SOFT-SKINNED VEHICLES Half Tracks various size The German Army developed a standard pattern for its halftrack prime movers, ranging from the small, 1 tonne rated SdKfz 10 to the enormous, 18 tonne rated SdKfz 9. All were the same vehicle, only increasing in size. Many were also used as personnel transports because their half tracked configuration was superior to wheeled trucks, and as mobile weapon platforms, notably for anti-aircraft weapons. The SdKfz 10 was the standard mount for a 20mm cannon, and the SdKfz 7 the standard mount for a 37mm cannon or quad 47

49 20mm guns. Both also towed extra ammunition trailers. Rated from one tonne up to a massive 18 tonnes, they served throughout the war. The massive 18 tonne Famo was used as a heavy recovery vehicle and crane by Panzer workshop units. Sdkfz 10 1 tonne chassis Sdkfz 11 3 tonne chassis Sdkfz 6 5 tonne chassis Sdkfz 7 8 tonne chassis Sdkfz 8 12 tonne chassis Sdkfz 9 18 tonne chassis Motorcycles Motorcycles were issued to dispatch riders, military police and security troops, and had originally been widely used by motorcycle-borne (Kradschützen) infantry battalions. These had been largely disbanded as the Panzer grenadiers took over their role as mobile infantry. Kübelwagen The standard issue field car for officers was the Kübelwagen, or bucket car. It was adequate for the task, but lacked the motive power to be used as a towing vehicle. An amphibious version, the Schwimmwagen, was also issued. Light Trucks/Heavy Cars Stoewer, Horsch, Daimler-Benz, Krupp and others all provided the German Army with heavy cars and light trucks for personnel transport, general service and as gun tows. Each was officially rated with a towing capacity for the weight of gun it could pull. Medium Trucks The German Army made use a wide variety of trucks. Standard issue was the Opel Blitz, and these served throughout the war, but captured French and British lorries also served, alongside some Italian vehicles, like the well regarded Lancia 3RO. Heavy Trucks Motorised transport was always in short supply, but the German Army was supplied by MAN, Bussing-Nag, Henschel and Mercedes with large six-wheeled trucks. AIRCRAFT JU-87D STUKA For Operation Citadel the backbone of the Luftwaffe s ground attack force was still the infamous Stuka dive bomber. During Citadel the crews would, on average, fly six sorties a day in support of the ground forces. By 1943, the Stuka was starting to show its age as new designs of aircraft surpassed its performance, but the number of aircraft the Luftwaffe had available meant that it would still see heavy use. Standard armament was two machine guns in the nose, a single 550lb bomb under the fuselage and four 110lb bombs under the wings. Its steep dive bombing attacks (accompanied by its distinctive and intimidating sirencall), were highly accurate. JU-87G A development of the Stuka, the G or Gustav, mounted two anti-aircraft 37mm cannons under the wings for tank hunting. The Gustav first saw action during Operation Citadel and only a few were available, but it proved effective and more Gustavs would see service on the Eastern Front in subsequent months. It was not used in the dive-bombing role. FW-190 F A superb fighter aircraft, the FW- 190 F variant was developed for the fighter-bomber role, in expectation that it would replace the aging Stukas. The F2 mark of the aircraft was armed with two machine guns in the nose. Over the southern front of the Kursk battlefields, the FW-190s were armed with anti-personnel sub-munitions (cluster bombs) dropping hundreds of small (2kg) winged bomblets. Called butterfly bombs, they showered an area in explosives. These proved highly effective against the soviet defences and artillery positions. Operating at very low level, the FW-190s played an important part in assisting 4th Panzer Army s initial penetrations in the south. As the battle progressed, they would increasingly find themselves forced into dogfights by the strength of the Red Air Force. HS-129B Almost uniquely the Henschel 129 was a dedicated tank-buster. Its only role was to find and attack enemy armour on the ground. The aircraft itself was rather pedestrian, underpowered and lacked maneouvrability, and over Kursk the HS-129s operated in tandem with Me-109 or FW-190 cover. The aircraft s armament was designed for tank hunting. It carried two machine guns, two 20mm cannons and a 30mm cannon under the fuselage. It could also carry two bombs under the wings. FIESELER STORCH A light, general purpose transport, liaison and observation aircraft, heavily used on the Eastern Front as a platform for an Air Observer. It had a very short take-off and landing distance, making it capable of landing in difficult spots. It was also used as an air ambulance and for special operations. It was unarmed. FW-189A UHU Eagle Owl The Luftwaffe requested a highperformance, fast reconnaissance aircraft in 1938, and in 1940 the FW-189 had been accepted and went into production. An unconventional design, with twin booms and an all-perspex crew nacelle for allround vision, it was a reliable, fast and tough aircraft that served throughout the war. It was capable 48

50 of out-running and out-turning most Russian aircraft, but it was also armed, mounting two MG15s at the wing roots and two machine guns in dorsal mounts for defence. It had a crew of three and also included camera equipment. Later, the design was developed into a night fighter. HS-126 Developed in the early 1930s, this light scout biplane was used by the Luftwaffe in the early part of the war for aerial reconnaissance, but its short-comings soon became apparent. Too slow and under-armed with a single machine gun, it was an easy target for patrolling enemy aircraft. It was still being used for air reconnaissance in 1943, but only in limited numbers, being largely replaced by the Fieseler Storch and Uhu. Later in the war it was used as a glider tug. HE-111 The Luftwaffe s workhorse bomber throughout the war, the HE-111 first saw service during the Spanish Civil War, and would be used for strategic bombing raids throughout WWII. It was also used for battlefield interdiction missions to strike at locations of strategic importance supporting combat operations, such as rail hubs and troop concentration areas. On the front line it, was of limited use, but attempts to bomb in close support of ground units were attempted (with limited success). ANTI-TANK GUNS 37mm PAK 36 An obsolete weapon by 1943, the PaK 36 had been the standard issue anti-tank weapon in 1939, but its 0.6kg shell fired at 1,030mps was insufficient to meet the threat of the Red Army s heavier tanks, and it was replaced in 1940 by the PaK mm PAK 38 A superior anti-tank weapon, the PaK 38 fired a 1.82kg shell at 1,180mps, providing adequate, if not outstanding, anti-tank capability. In 1943, it was still in widespread service with most infantry divisions, as its replacement was just being introduced. Above: Feuer! A PaK38 opens fire, near Kharkov 1943 (Bundesarchiv Bild 101I A) 75mm PAK 40 A new(ish) weapon in the German arsenal in 1943, the 75mm PaK40 was a far superior anti-tank weapon to those that had gone before. Its 4.1kg shell was fired at a muzzle velocity of 930mps, making it capable of penetrating any Red Army tank armour. It would remain in service until the end of the war. 88mm Flak 18/36 dual purpose AA/AT gun The infamous 88 was actually an anti-aircraft weapon, developed to engage bombers at high altitude, but proved itself a formidable gun in ground combat as well. Versatile, it could be deployed as additional artillery, utilising its good highexplosive shell, or as an anti-tank gun, firing a 9.6kg armour piercing shell at 840mps. 76.2mm PAK 36(r) A captured Russian 76.2mm L54 gun, deployed in large numbers to combat heavier tanks from 1942 onwards. 49

51 75mm PAK 97/38 A captured Polish and French 75mm L36 gun mounted on the PAK 38 carriage. It was a stop-gap measure to meet heavier tanks, but was replaced by the wider availability of the PAK40. Over 3,000 were manufactured. MORTARS 50mm The Granatwerfer 36 was a light infantry weapon deployed with infantry platoons for high explosive support fire up to 500m. In was regarded as ineffective, and withdrawn from service, but many still remained with their units. 80mm Each infantry company could call up its own pair of 80mm mortars, with extra fire support provided by the battalion s battery of seven granatwerfer 34 80mm medium mortars, for high explosive and smoke bombardments. It was the most reliable and fastest responding indirect fire an infantry unit could call upon. It fired a 3.5kg bomb up to 2.5km. Captured Russian 82mm mortars were also used. 120mm The Granatwerfer 42 was a heavy mortar, launching a 15kg bomb up to 6km. The 120mm was copied from the Russian design, with no significant alterations, and entered service in It was a powerful and popular weapon and could fire captured ammunition. GUNS AND HOWITZERS 20mm Flak 38 Widely issued to all units, the Flak 38 was the standard light anti-aircraft weapon. It was mounted on a flat platform, a wheeled trailer or on a variety of self-propelled carriages. 37mm Flak 36 A heavier anti-aircraft weapon, with longer range and better performance at altitude, it was preferred for its greater damage to enemy aircraft, especially from its high-explosive incendiary shells. It was ground mounted and carried on various mobile platforms. 75mm Infantry Gun As well as its mortars, each infantry battalion could also call upon the short range support of its infantry gun battery. Equipped with leig18 light guns, these weapons were something of a throwback to earlier wars, when light artillery guns had deployed amongst the infantry companies. As the war progressed, they were gradually replaced by lighter, cheaper and just as effective mortars, but many did remain in service. Early versions of the gun had wooden spoked wheels for horse towing, later models had pneumatic tyres for motorised towing. Captured Russian 76.2mm guns were also used. 100mm Gun A long, heavy weapon, kept in limited service because of its range, production was halted in A single battery of 100mm K18 heavy guns was deployed by each artillery regiment. It fired a 14kg highexplosive shell up to 19km. Its 15kg anti-tank round, fired at 830mps proved it to be a useful, if large, adhoc anti-tank gun. 105mm Howitzer The workhorse of the German artillery throughout the war, the lefh18 began service in It was upgraded in 1940 to take a more powerful charge by modifying its recoil mechanism and adding a muzzle brake. It fired a 14kg shell up to 10km. Many batteries were horse drawn throughout the war. 150mm howitzer The 15cm sfh18 was adopted as the German Army s heavy (officially medium) artillery and deployed alongside the 105mm. It fired a 43kg shell out to 13km. Many other variants and captured guns were also fielded. 150mm Infantry Gun The largest infantry gun in service with the German Army was the sig33. A single battery was equipped with the heavier guns, which proved highly effective, firing a 38kg shell up to 4.7km. It could also fire smoke shells. The weapon was developed into the Sturmhaubitze 43 for mounting on armoured fighting vehicles. Nebelwerfer 150mm/ 210mm/ 280mm Equipping special Nebeltruppen, the launchers were originally for deployment as smoke launchers (hence the name), but they were more often used to provide additional high-explosive firepower. The 150mm rocket was designed so that when the nose impacted, the charge would scatter just above the ground, proving more effective than the same size of conventional shell. The Nebelwerfer 41 had six tubes, fired by remote control, one after the other, in a salvo of 6 shells in 10 seconds. The rockets large exhaust flame left a distinctive smoke trail which could give away its position to counter-battery fire. To counteract this, the crews trained to deploy, fire and move again quickly. The larger Nebelwerfer 42 was essentially the same weapon launching 210mm rockets. The 280mm (and 320mm) rockets were launched from a mobile frame trailer. Others were fired from static wooden frame launchers. The Nebelwerfer saw its first major deployment at Kursk, and proved highly effective. Their intimidating screeching noise in flight added to their impact. 50

52 GERMAN EQUIPMENT The following pages detail the game profiles for all the German armoured vehicles, soft-skinned vehicles and guns at the Battle of Kursk. For ease of reference during game play they are repeated in the Appendix. ARMOURED VEHICLES PANZER III SERIES Pz III N Panzer III J 8" 12" - L N N 50mmL42 Turret 10 MG Co-axial - MG Bow - Panzer III L 8" 12" - L N N 50mmL60 Turret 9 MG Co-axial - MG Bow - Panzer III M 8" 12" - K N (M) N 50mmL60 Turret 9 MG Co-axial - MG Bow - Panzer III N 8" 12" - K N (M) N 75mmL24 Turret 6 MG Co-axial - MG Bow - Flammpanzer III 8" 12" - K N N Flamethrower Turret 4 MG Co-axial - MG Bow - Panzer III H 8" 12" - N N N Dummy Gun Turret - Observation Tank MG Co-axial - 51

53 PANZER IV SERIES Panzer IV E-F1 8" 12" - L N N 75mmL24 Turret 8 MG Co-axial - MG Bow - Panzer IV G 8" 12" - L N(M) N 75mmL43 Turret 9 MG Co-axial - MG Bow - Panzer IV H 8" 12" - K N(M) N 75mmL48 Turret 9 MG Co-axial - MG Bow - PANZER V Panther 10" 14" Unreliable H K L 75mmL70 Turret 8 MG Co-axial - MG Bow - PANZER VI Tiger 8" 12" - H J J 88mmL56 Turret 9 MG Co-axial - MG Bow - PANZER T-34(r) T-34/43 12" 16" Mobility K L M 76.2mmL42 Turret 10 MG Co-axial - MG Bow - PANZER II Panzer II F 8" 12" - N O O 20mmL55 Turret 18 MG Co-axial - 52

54 BORGWARD B-IV Borgward B-IV 8" 12" remote O O O Demo-charge - 1 control STURMGESCHÜTZ III SERIES StuG III A-E 8" 12" - L N N 75mmL24 Hull 5 StuG III F 8" 12" - L N N 75mmL43 Hull 5 MG Pintle - STuH 42 F 8" 12" - L N N 105mmL28 Hull 4 MG Pintle - StuG III G 8" 12" - J N (M) N 75mmL48 Hull 5 MG Pintle - StuH 42 G 8" 12" - J N (M) N 105mmL28 Hull 4 MG Pintle - TANK DESTROYERS Marder II 8" 12" - N O O 75mmL46 Hull 4 Open-Topped Marder III H 8" 12" - L N O 75mmL46 Hull 4 Open-Topped MG Bow - Marder III M 9" 13" - N O O 75mmL46 Hull 3 Open-Topped MG Bow - 53

55 Marder III 9" 13" - L N O 76.2mmL54 Hull 3 (38t PaK 36r) Open-Topped MG Bow - Ferdinand 6" 9" - A J N 88mmL71 Hull 5 Hornisse 8" 12" - N O O 88mmL71 Hull 4 Open-Topped SELF-PROPELLED GUNS Brummbär 8" 12" - H L (K) M 150mmL12 Hull 4 Grille H 7" 11" - L N O 150mm SiG33 Hull 2 Open-Topped Grille K 7" 11" - N O O 150mm SiG33 Hull 2 Open-Topped MG Bow - Wespe 8" 12" - N O O 105mmL28 Hull 3 Open-Topped Hummel 8" 12" - N O O 150mmL30 Hull 2 Open-Topped OTHER VEHICLES Munitions Carrier* 8" 12" - N O O * Various converted or custom-built tracked light armoured vehicles were used as supply vehicles, such as the SdKfz4 (Maultier with armoured cab), SdKfz 252, turretless PzII, Lorraine-Schlepper and turretless captured T-70.

56 ARMOURED CARS SdKfz 222 8" 24" - O O O 20mmL55 Turret 18 MG Co-axial - SdKfz 223 8" 24" - O O O MG Turret - SdKfz 232 8" 24" - N O O 20mmL55 Turret 18 MG Co-axial - SdKfz 233 8" 24" - N O O 75mmL24 Hull 3 Open-Topped SdKfz 236 8" 24" - N O O MG Bow - SDKFZ-251 SERIES SdKfz 251/1 SdKfz 251/1 12" 16" - O O O MG Pintle - Open-Topped SdKfz 251/2 12" 16" - O O O 80mm mortar Hull 6 Open-Topped SdKfz 251/3 12" 16" - O O O MG Pintle - Open-Topped 55

57 SdKfz 251/9 12" 16" - O O O 75mmL24 Hull 12 Open-Topped MG Pintle - SdKfz 251/10 12" 16" - O O O 37mmL43 Hull 15 Open-Topped MG Pintle - SdKfz 251/16 12" 16" - O O O 2 x Flame Throwers Hull 3 each Open-Topped MG Pintle - SDKFZ-250 SERIES SdKfz 250/3 SdKfz 250/1 12" 16" - O O O MG Pintle - Open-Topped SdKfz 250/3 12" 16" - O O O MG Pintle - Open-Topped SdKfz 250/7 12" 16" - O O O 80mm mortar Hull 4 Open-Topped MG Pintle - SdKfz 250/8 12" 16" - O O O 75mmL24 Hull 7 Open-Topped MG Pintle - SdKfz 250/9 12" 16" - O O O 20mmL55 PIntle 10 Open-Topped MG Co-axial - 56

58 SdKfz 250/10 12" 16" - O O O 37mmL43 Hull 10 Open-Topped MG Pintle - SdKfz 250/11 12" 16" - O O O 28mmSPzB41 Hull 16 Open-Topped MG Pintle - SOFT-SKINNED VEHICLES Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 Motorcycle and sidecar 6" 24" 1 2 Kettenkrad 14" 22" 1 2 Staff car 6" 24" 2 3 Kubelwagen 6" 24" 2 3 Schwimmwagen 6" 24" 2 3 amphibious Steyr Heavy car 6" 24" 2 5 Krupp Protze 6" 24" 2 8 Opel Blitz 6" 24" 3 12 Opel Maultier 9" 16" 3 12 RSO 9" 12" 3 10 Heavy Truck 6" 24" tonne Sdkfz 10 12" 16" tonne Sdkfz 11 12" 16" tonne Sdkfz 6 12" 16" tonne Sdkfz 7 12" 16" tonne Sdkfz 8 12" 16" tonne Sdkfz 9 12" 16" 5 - repair recovery The Germans used a wide variety of medium and heavy trucks, from various manufacturers, civilian versions and captured vehicles from other nations. For civilian medium trucks treat them as an Opel Blitz. All heavy trucks have the same standard profile. Aircraft Role Hits Weaponry AIRCRAFT Fw-190F Fighter 3 2 x MGs 1 x cluster bomb or 1 x large bomb Hs-129B Fighter Bomber 4 2 x MGs 2 x 20mm cannons 1 x 37mm cannon 2 x light bombs Ju-87D Dive Bomber 4 2 x MGs 1 x large bomb 4 x small bombs Ju-87G Fighter Bomber 4 2 x 37mm cannons Hs-126 Scout Plane 2 None Fw-189A Fast Scout Plane 3 2 x MGs Fieseler Storch Spotter Plane 2 None Fiat Truck He-111 Bomber 8 5 x large bombs 57

59 GERMAN GUNS MORTARS 120mm mortar WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 50mm HE 3/ mm HE 4/ mm HE 6/ AUTOCANNONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 20mmL55 HE AP mmL98 HE AP VERY LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 28mmPzB41 AP mmL43 (PaK36) HE 2/ AP mmL42 HE 3/ AP mmL60 (PaK38) HE 3/ AP LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 75mm (IG18) HE 3/ mmL24 HE 4/ AP mmL36 HE 4/ AP mmL43 HE 4/ AP mmL46 (PaK40) HE 4/ AP mmL48 HE 4/ AP mmL70 HE 4/ AP mmL42 HE 4/ AP mmL54 HE 4/ AP

60 MEDIUM GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 88mmL56 HE 4/ AP mmL71 (PaK43) HE 4/ AP mmK18 HE 5/ AP mmL28 HE 5/ mmL42 HE 5/ mmL23 HE 6/ mmL12 (SiG33) HE 7/ mmL30 HE 7/ mm Nebelwerfer HE 6/ HEAVY GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 170mmL50 HE 6/ mmL31 HE 7/ mm Nebelwerfer HE 6/ mm Nebelwerfer HE 8/

61 EASTERN FRONT 1943 PANZER DIVISION BATTLEGROUP (also Panzer Grenadier Division) FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support Forward Signals Unit pts 1-r BR Unit Composition: 3 men Transport: Medium Radio Truck Special Rules: Communications SdKfz 251/3 Options: Upgrade Medium Truck to: SdKfz 251/3 Radio Half Track pts SdKfz 250/3 Radio Half Track pts Forward Headquarters pts 3-r BR Unit Composition: 3 men Transport: SdKfz 251/3 or SdKfz 251/6 Special Rules: Senior Officer, Artillery Spotter, Unique Options: Replace 3 men and SdKfz 251/3 with: Panzer II F free Panzer III J pts Panzer IV G pts Panzer IV H pts Tiger pt Replace 3 men and radio truck with: SdKfz pts SdKfz pts Pz III M pts +2 BR Pz IV H pts +2 BR Comms Relay Team pts 0-r BR Unit Composition: 2 men Transport: None Special Rule: Communications Luftwaffe Air Control Officer.. 26 pts 1-r BR Unit Composition: 2 men Transport : Kübelwagen Special Rules: Officer, Air Spotter 3+, Unique Options: Upgrade Kübelwagen to: Medium Truck pt SdKfz 250/ pts SdKfz 251/ pts Wire Team pts Unit Composition: 2 men Transport: None Special Rule: Wire Communications Motorcycle Dispatch Rider pts Unit Composition: 1 man Transport: Motorcycle Special Rule: Dispatches 0-i BR 0-r BR Dispatch Rider 60

62 INFANTRY UNITS Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units. Panzer Grenadier Platoon pts For each Platoon you may choose 4 Support units 11-r BR Platoon Composition: 1 Panzer Grenadier Platoon Command Squad, 3 Panzer Grenadier Squads and 3 MG Teams and up to 4 Platoon Support Options. Light Mortar team pts 1-r BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Panzer Grenadier Platoon Command Squad Unit Composition: 6 men Transport: Medium truck or Heavy car pts Special Rules: Officer, Mortar Spotter Options: Squad may take anti-tank grenades pts Heavy Machine Gun team pts 1-r BR Unit Composition: 3 men with a tripod MG34 Replace MG34 with tripod MG pts Include a 3 man loader team pts 3 Panzer Grenadier Squads Unit Composition: 5 men Transport: mount in a medium truck pts Anti-tank Rifle team pts Unit Composition: 2 men with AT rifle 1-r BR Options: Squad may take anti-tank grenades pts 3 MG Teams Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Platoon Support Options The platoon may include up to four of the following additional units. No unit may be taken more than once. Combat Medic pts Unit Composition: 1 man Special Rule: Medic 0-r BR Medium Mortar team pts 1-r BR Unit Composition: 3 men with 80mm mortar Include a 3 man loader team pts Anti-tank Gun pts 2-r BR Unit Composition: 50mm PaK38 gun with 3 crew Upgrade anti-tank gun to 75mm PaK pts Include a 3 man loader team pts Medium Truck tow pts Opel Maultier Tow pts SdKfz 6 half track tow pts SdKfz 251/1 tow pts Panzer Grenadier Squad pts 2-r BR Squad Composition: 1 Panzer Grenadier squad and 1 MG Team Panzer Grenadier Squad Unit Composition: 5 men Transport : mount in a medium truck pts Options: Squad may take anti-tank grenades pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Game Size Infantry Restrictions In a Squad-level game you must include at least 1 Infantry squad. You cannot include more than 1 Infantry platoon. In Platoon-level game you must take at least 1 Infantry platoon. You cannot include more than 2 Infantry platoons. In Company-level games you must take at least 2 Infantry platoons. You cannot include more than 3 Infantry platoons. In Battalion-level games you must take at least 3 Infantry platoons. You cannot include more than 6 Infantry platoons. 61

63 Armoured Assault Pioneer Platoon pts 19-v BR (Restricted) For each Platoon you may choose 4 Support units Platoon Composition: 1 Assault Pioneer Platoon Command Squad, 3 Assault Pioneer Squads and 3 MG Teams and up to 4 Platoon Support Options. Heavy Machine Gun team pts 1-v BR Unit Composition: 3 men with a tripod MG34 Replace MG34 with tripod MG pts Include a 3 man loader team pts Assault Pioneer Platoon Command Squad Unit Composition: 6 men with anti-tank grenades Transport: SdKfz 251/16 Special Rules: Officer, Mortar Spotter Anti-tank Rifle team pts 1-v BR Unit Composition: 2 men with AT rifle 3 Assault Pioneer Squads Unit Composition: 5 men with anti-tank grenades and 2 demoliton charges Transport: SdKfz 251/1 Options: Squad may take a flamethrower pts Squad may take a mine sweeper pts Anti-tank Gun pts 2-v BR Unit Composition: 50mm PaK38 gun with 3 crew Upgrade anti-tank gun to 75mm PaK pts Include a 3 man loader team pts Medium Truck tow pts Opel Maultier Tow pts SdKfz 6 half track tow pts SdKfz 251/1 tow pts 3 MG Teams Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Platoon Support Options The entire platoon may be upgraded to Elite for pts +7-e BR The platoon may include up to four of the following additional units. No unit may be taken more than once. PaK 40 and SS crew Self Propelled Infantry Gun SdKfz 251/9 Halftrack pts Grille pts 1-r BR 2-r BR Combat Medic pts Unit Composition: 1 man Special Rule: Medic 0-v BR Towed Anti-Aircraft gun pts 2-v BR Unit Composition: 20mm FlaK and 3 crew Medium Truck tow pts SdKfz 10 half track tow pts Upgrade AA gun to 20mm FlaKvierling pts SdKfz 11 half track tow pts 62

64 Armoured Panzer Grenadier Platoon pts 15-v BR For each Platoon you may choose 4 Support units Platoon Composition: 1 Panzer Grenadier Platoon Command Squad, 3 Panzer Grenadier Squads and 3 MG Teams and up to 4 Platoon Support Options. Panzer Grenadier Platoon Command Squad Unit Composition: 6 men Transport: SdKfz 251/10 Special Rules: Officer, Mortar Spotter Options: Squad may take anti-tank grenades pts 3 Panzer Grenadier Squads Unit Composition: 5 men Transport: SdKfz 251/1 Options: Squad may take anti-tank grenades pts 3 MG Teams Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Platoon Support Options The entire platoon may be upgraded to Elite for pts +7-e BR The platoon may include up to four of the following additional units. No unit may be taken more than once. Combat Medic pts Unit Composition: 1 man Special Rule: Medic 0-v BR Anti-tank Rifle team pts 1-v BR Unit Composition: 2 men with AT rifle Medium Mortar team pts 1-r BR Unit Composition: 3 men with 80mm mortar Replace with SdKfz 251/ pts Include a 3 man loader team pts Anti-tank Gun pts 2-r BR Unit Composition: 50mm PaK38 gun with 3 crew Upgrade anti-tank gun to 75mm PaK pts Include a 3 man loader team pts Medium Truck tow pts Opel Maultier Tow pts SdKfz 6 half track tow pts SdKfz 251/1 tow pts Self Propelled Infantry Gun SdKfz 251/9 Halftrack pts Grille pts 1-r BR 2-r BR Towed Anti-Aircraft gun pts 2-r BR Unit Composition: 20mm FlaK and 3 crew Medium Truck tow pts SdKfz 10 half track tow pts Upgrade AA gun to 20mm FlaKvierling pts SdKfz 11 half track tow pts Light Mortar team pts 1-v BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Heavy Machine Gun team pts 1-v BR Unit Composition: 3 men with a tripod MG34 Replace MG34 with tripod MG pts Include a 3 man loader team pts SdKfz 251/10 63

65 Armoured Panzer Grenadier Squad pts 3-v BR Squad Composition: 1 Panzer Grenadier Squad and 1 MG Team Panzer Grenadier Squad Unit Composition: 5 men Transport : SdKfz 251/1 Options: Squad may take anti-tank grenades pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in squad s other vehicles. Options: Upgrade any MG34 for bipod MG pts Upgrade the entire squad to Elite pts +1-e BR Assault Pioneer Squad. 54 pts 3-v BR (Restricted) Squad Composition: 1 Assault Pioneer Squad and 1 MG Team Assault Pioneer Squad Unit Composition: 5 men with anti-tank grenades and 2 demolition charges Transport : SdKfz 251/1 Options: Squad may take a flamethrower pts Squad may take a mine sweeper pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Upgrade the entire squad to Elite pts +1-e BR Below: Grim-faced soldiers of SS Das Reich show the strain of battle as they advance past a Tiger tank. (Bundesarchiv Bild ) 64

66 TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units. Panzer III Squadron pts 9-r BR Unit Composition: 3 Panzer III Js 1 Panzer III J (Officer, Mortar Spotter) 2 Panzer III Js Options: Upgrade all tanks in the Squadron to: Panzer III Ls pts Panzer III Ms pts Panzer IV Squadron pts 9-r BR Unit Composition: 3 Panzer IV Gs 1 Panzer IV G (Officer, Mortar Spotter) 2 Panzer IV Gs Panzer III Unit Composition: 1 Panzer III Panzer III J pts 3-r BR (Restricted) Panzer III L pts 3-r BR Panzer III M pts 3-r BR Panzer III N pts 3-r BR (Restricted) Panzer IV Unit Composition: 1 Panzer IV Panzer IV E pts 3-r BR (Restricted) Panzer IV F pts 3-r BR (Restricted) Panzer IV G pts 3-r BR Panzer IV H pts 3-r BR (Restricted) Options: Upgrade all tanks in the Squadron to: Panzer IV Hs pts (Restricted) Panzer V Squadron pts 9-r BR (Restricted) Unit Composition: 3 Panther Ds 1 Panther D (Officer, Mortar Spotter) 2 Panther Ds Special Rules: Unique, Unreliable StuG III Squadron pts 9-r BR Unit Composition: 3 StuG III Fs 1 StuG III F (Officer, Mortar Spotter) 2 StuG III Fs Options: Upgrade all StuGs in the Squadron to: StuG III Gs pts For each Tank Squadron you may take 3 Support units. Panther D Panzer V Unit Composition: 1 Panzer V Panther Panther D pts 3-r BR (Restricted) Special Rules: Unreliable StuG III Unit Composition: 1 StuG StuG III A-E pts 3-r BR (Restricted) StuG III F pts 3-r BR StuG III G pts 3-r BR Panzer Ace pts 0-e BR Special Rules: Elite, Unique Upgrade a single tank or assault gun chosen from the Tanks or Special Units section of the Army List to a Panzer Ace. This tank becomes Elite and gains +1 to hit with Aimed Fire from its main gun (both HE and AP shells). Panzer II Unit Composition: 1 Panzer II Panzer II F pts 2-r BR (Restricted) 65

67 ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support. Forward Observer Team pts 1-r BR Unit Composition: 2 men Transport : Kübelwagen Special Rules: Artillery Spotter+ Options: Upgrade Kübelwagen to: SdKfz 250/12 (as SdKfz 250/3) pts SdKfz 251/18 (as SdKfz 251/3) pts Aerial Artillery Observer pts 3-r BR Unit Composition: 1 Fieseler Storch Special Rules: Artillery Spotter+, Unique Armoured Forward Observer.. 29 pts 2-r BR Unit Composition: 1 Panzer II F Special Rules: Artillery Spotter+ Options: Upgrade Panzer II F to: Panzer III H observation tank free Heavy Mortar Team pts 1-r BR Unit Composition: 120mm mortar and 3 crew Options: Include a 3 man loader team pts Mount in Medium Truck or Heavy Car pts Light Panzer Artillery Battery. 86 pts 4-r BR Unit Composition: 2 Wespe Medium Panzer Artillery Battery pts 4-r BR (Restricted) Unit Composition: 2 Hummel Towed Artillery Gun Unit Composition: 1 gun and crew 105mm Howitzer with 4 crew pt 2-r BR Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 halftrack tow pts Nebelwerfer Artillery Battery pts 2-r BR (Restricted) Unit Composition: 2 SdKfz 251 Wurfrahmen 40 Self-Propelled Artillery Unit Composition: 1 Self-Propelled gun Wespe pts 2-r BR Hummel pts 2-r BR (Restricted) SdKfz 251 Wurfrahmen pts 2-r BR (Restricted) Off-Table Artillery Fire Unit Composition: 1 Battery 2 105mm howitzer pts 0 BR 2 150mm howitzer pts 0 BR 2 100mm cannon pts 0 BR 2 170mm cannon pts 0 BR 2 150mm Nebelwerfer pts 0 BR 2 210mm Nebelwerfer pts 0 BR 2 280mm Nebelwerfer pts 0 BR 150mm Howitzer with 4 crew pt 2-r BR Options: Include a 3 man loader team pts Heavy Truck tow pts SdKfz 6 halftrack tow pts 100mm Cannon with 4 crew.. 50 pt 2-r BR (Restricted) Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 halftrack tow pts 150mm Infantry Gun with 4 crew pt 2-r BR Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 halftrack tow pts Off-Table Mortar Fire Unit Composition: 1 Battery 2 80mm mortars pts 0 BR 2 120mm mortars pts 0 BR 66

68 DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battlegroup is the Defenders in an Attack-Defence scenario. Improvised Barricades pts 0 BR 10" of improvised barricades made of earth-filled boxes, rubble, furniture, destroyed vehicles etc. Counts as hard cover for infantry behind it. Machine Gun Dug-out pts 1 BR 3 men and a tripod MG34 in reinforced cover. The cover is lost if the MG team move. Mortar Pit pts 1 BR 3 men and an 80mm mortar in reinforced cover. The cover is lost if the mortar team moves. Fortified Building pts 0 BR A chosen building, anywhere on the table, it counts as reinforced cover rather than hard cover. Foxholes pts 0 BR Deploy up to 10 infantry in foxholes; they count as in reinforced cover until they move. Sniper Hideout pts 0 BR (Restricted) A single sniper in reinforced cover. It can be placed anywhere outside of the opponent s deployment zone. The cover is lost if the sniper moves. AT Gun Dug-out pts+gun 0 BR+gun (Restriced) Reinforced cover for a single anti-tank gun and crew until the gun moves. The gun must be purchased separately from the army list. Booby Trapped Building pts 0 BR Any chosen building on the table has been wired with booby-traps. The first time an enemy unit enters the building roll a D6. On a 2+ it detonates and the unit take a 3/3+ HE hit. On a 1 there is a fault and the booby trap fails to go off! Improvised Road Block pts 0 BR Something large and heavy across a road. Place on any road or track, anywhere on the table. It counts as an obstacle. 67

69 RECONNAISSANCE SUPPORT UNITS Sniper pts Unit Composition: 1 man Special Rules: Sniper Scout 1-v BR Options: Add a spotter pts Spotter: A sniper with a spotter increases its maximum range from 30" to 40", hitting on a 6. Mounted Panzer Grenadier Patrol pts 3-r BR Unit Composition: 4 men Transport: SdKfz 250/1 Special Rules: Scout, Mortar Spotter Panzer Grenadier Foot Patrol.. 36 pts 3-v BR Squad Composition: 1 Panzer Grenadier squad and 1 MG Team Special Rules: Scout, Mortar Spotter Panzer Grenadier Squad Unit Composition: 5 men Options: Squad may take anti-tank grenades pts MG Team Unit Composition: 3 men with a bipod MG34 Options: Upgrade any MG34 for bipod MG pts Options: Squad may take anti-tank grenades pts Motorcycle Reconnaissance Patrol pts 1-r BR Unit Composition: 3 men Transport: Motorcyle and sidecar Special Rules: Scout, Mortar Spotter Recon Platoon Command pts 2-r BR Unit Composition: 4 men Transport: SdKfz 250/10 Special Rules: Officer, Scout, Artillery Spotter, Unique Options: Replace SdKfz 250/10 with SdKfz 250/11... free SdKfz 233 Armoured Car Unit Composition: 1 Armoured Car Special Rules: Scout, Mortar Spotter SdKfz pts 1-r BR SdKfz 231 or pts 1-r BR SdKfz pts 1-r BR SdKfz 250/ pts 1-r BR (Restricted) SdKfz 250/ pts 1-r BR (Restricted) SdKfz 250/ pts 1-r BR (Restricted) Aerial Reconnaissance Unit Composition: 1 Aircraft Special Rules: Scout2, Mortar Spotter, Unique Hs pts Fw-189A UHU pts 2-r BR 3-r BR 68

70 ENGINEER SUPPORT UNITS Light Bridging Unit pts 2-r BR Unit Composition: 6 men Transport: Heavy Truck with a Bridge Special Rules: Bridging Options: Replace truck with SdKfz 251/ pts Heavy Bridging Unit.. 36 pts 3-r BR (Restricted) Unit Composition: 12 men Transport: 2 Heavy Trucks with a Bridge Special Rules: Bridging, Unique Options: Per extra 6 men and heavy truck pts each Recovery Vehicle Unit Composition: 1 Recovery Vehicle Special Rules: Vehicle Recovery, Vehicle Repair SdKfz 9 Famo pts 1-r BR Bergpanther pts 2-r BR (Unique, Restricted) Borgward Demolition Squadron pts 5-r BR Unit Composition: 1 StuG III F and 1 Borgward B-IV 1 StuG III F (officer) 1 Borgward B-IV Special Rules: Remote Control Demolition, Unique Options: Add up to 3 Borgward B-IVs pts each +1-r BR Replace StuG III F with Panzer III L free Flammpanzer III pts 3-r BR (Restricted) Unit Composition: 1 Flammpanzer III Ausf. M LOGISTICS SUPPORT UNITS Stretcher Party pts Unit Composition: 2 men Special Rules: Medic 1-i BR Opel Blitz Ambulance Supply Column pts Unit Composition: 1 medium truck Special Rules: Resupply, Unique 1-i BR Ambulance pts 2-i BR (Restricted) Unit Composition: 1 Kübelwagen Ambulance Special Rules: Medic Options: Upgrade Kübelwagen Ambulance to: Ambulance medium truck pts SdKfz 251/8 Ambulance pts Options: Add up to 3 medium trucks pts each Replace a single truck with Armoured Munitions Carrier pts Forward Aid Post pts 5-i BR (Restricted) Unit Composition: 4 men with a tent Special Rules: Unique 69

71 SPECIALIST SUPPORT UNITS Heavy Anti-Tank Gun. 51 pts 3-r BR (Restricted) Unit Composition: 88mm AA/AT gun with 4 crew Options: Add 3 man loader team pts SdKfz 7 tow pts Self-Propelled Anti-Tank Gun Unit Composition: 1 vehicle Marder II pts 1-r BR (Restricted) Marder III H pts 1-r BR (Restricted) Marder III M pts 1-r BR (Restricted) Marder 38t (36r) pts 1-r BR (Restricted) Panzer VI Squadron pts 12-r BR Unit Composition: 3 Tiger Is 1 Tiger I (Officer, Mortar Spotter) 2 Tiger Is Special Rules: Unique The squadron counts as 3 special unit choices Heavy Tank Hunter Unit Composition: 1 vehicle Ferdinand pts 5-r BR (Restricted) Hornise pts 3-r BR (Restricted) Captured Tank Unit Composition: 1 vehicle Panzer T-34r pts 3-r BR Anti-Aircraft Vehicle Unit Composition: 1 vehicle SdKfz 10 with 20mm pts 1-r BR (Restricted) SdKfz 6 with 37mm pts 1-r BR (Restricted) SdKfz 7 with 20mm Vierling 36 pts 1-r BR (Restricted) Assault Howitzer Unit Composition: 1 vehicle StuH 42 F pts 3-r BR (Restricted) StuH 42 G pts 3-r BR (Restricted) Brummbär pts 4-r BR (Restricted) Panzer VI Unit Composition: 1 Panzer VI Tiger Tiger I pts 4-r BR (Restricted) 70

72 ADDITIONAL FIRE SUPPORT Off-Table Artillery Support Request 3rd Target Priority (5+) pts 2nd Target Priority (4+) pts 1st Target Priority (2+) pts 0 BR 0 BR 0 BR Pre-Registered Target Point pts 0 BR Counter-Battery Fire Mission.. 10 pts 0 BR The counter-battery fire mission is effective on a 5+ German Army Fire Mission Requests Regimental Battery (2+ comms test) mm mortars mm heavy mortars Divisional Battery (3+ comms test) mm howitzers mm cannons mm howitzers Corps Battery (4+ comms test) mm howitzers mm cannons mm Nebelwerfers Timed 105mm Barrage pts 0 BR Fired by a battery of 4 105mm howitzers. Before the game write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed 150mm Barrage pts 0 BR Fired by a battery of 4 150mm howitzers. Before the game write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Army Battery (5+ comms test) mm Nebelwerfers mm Nebelwerfers mm Nebelwerfers mm howitzers German Close Air Support Table 1943 D6 Aircraft 1-3 Ju-87 D or G Stuka large bomb, 4 light bombs mm cannons 4 Fw-190 F 1-2 No bombs cluster bomb large bomb 5 Hs-129 B 1 No bombs light bombs 6 Choose Select any of the above aircraft You may always choose an aircraft from lower down the table over a higher roll. You must still roll for armament. JU-87D Stuka Dive Bomber Timed Fw-190 Air Strike pts 0 BR An air strike by a Fw-190 carrying 1 large bomb. Before the game write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed Ju-87 Air Strike pts 0 BR An air strike by a Ju-87 Stuka carrying 1 large and 4 small bombs. Before the game write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed He-111 Air Strike. 25 pts 0 BR (Restricted) An air strike by a He-111 bomber carrying 5 large bombs. Before the game write down which turn the aircraft will arrive on. The points cost includes a preregistered target as the target point of the air strike. 71

73 PANZER GRENADIER DIVISION EXAMPLE OF A GERMAN PANZER GRENADIER DIVISION ORGANISATION 1943 GROßDEUTSCHLAND Originally a Wehrmacht Infantry Division, Großdeutschland was regarded as the elite formation of the German Army. Following its successful deployment in the third battle for Kharkov in the winter of , it was re-equipped and re-designated as a Panzer Grenadier Division in June 1943 for the beginning of Citadel. Along with its new halftrack armoured personnel carriers, Panzer Regiment 39 composed of two additional panzer battalions (51 and 52) were both equipped with the new Panther tank. This made it the most powerfully-equipped Wehrmacht division in the offensive. Rushed to the battle, the new Panther s performance would ultimately prove disappointing, although most were lost to mechanical failures and mine strikes rather than enemy fire. For the attack, the division was also reinforced with an assault gun battalion, which would operate for much of the offensive in tandem with the division s reconnaissance battalion. As part of 48th Panzer Corps Großdeutschland began offensive operations on July 4th with an infantry-led reconnaissance in force to clear the path for the following tank assault. Despite setbacks with the Panthers, the division smashed the initial defences of Voronezh Front, and in the subsequent twelve days fought its way ever northwards, closing on its objective of Oboyan, until pressure from its left (western) flank forced it to re-orient in that direction and distracted it from the northern push. After the cancellation of Operation Citadel, the division would be withdrawn back to Army Group reserve, rebuilt and used as a mobile reserve, engaged in the fighting withdrawal across the eastern Ukraine, where it gained its nickname, the Führer s Fire Brigade. Panzer Regiment Großdeutschland Battalion I Battalion II Panzer Grenadier Regiment Großdeutschland 1 Battalion I (Armoured) Battalion III (Motorised) Battalion III (Motorised) Heavy Battalion Panzer Fusilier Regiment Großdeutschland 2 Battalion I (Armoured) Battalion III (Motorised) Battalion III (Motorised) Heavy Battalion Artillery Regiment Großdeutschland Battalion I Battalion II (self propelled) Battalion III Anti-Aircraft Battalion Großdeutschland 6 Batteries Panzerjäger Battalion Großdeutschland Company I (self-propelled) Company II Company III Armoured Reconnaissance Battalion Großdeutschland Assault Pioneer Battalion Großdeutschland Assault Gun Battalion Großdeutschland 3 Batteries Signals Battalion Medical Battalion Supply Column Division Headquarters Divisional Escort Company Military Police Troop 39th Panzer Regiment (attached) Battalion 51 (Panthers) Battalion 52 (Panthers) At Kursk the Panzer Regiment was equipped with 28 Panzer IIIs (and 14 Flammpanzers) and 68 Panzer IVs. The heavy company was equipped with 15 Tiger tanks. Only the first battalion of each of the panzer grenadier battalions had halftrack transports. The other battalions had motor transport but fought on foot. The artillery regiment was equipped with 105mm howitzers. Each battalion included a single battery of 150mm guns. Battalion II was equipped with Wespen and a single Hummel battery. Battalion III also included a Nebelwerfer battery. The anti-aircraft battalion had three batteries of 88s, two batteries of 37mm guns and one battery of quad 20mm guns. The panzerjäger battalion had one company of 20 Marders and two companies equipped with towed Pak38 50mm guns. The armoured reconnaissance battalion included light armoured cars, heavy armoured cars and halftrack mounted infantry. It also include its own anti-tank guns and mortars. It operated in tandem with the StuG battalion. The assault gun battalion was equipped with 35 StuG IIIs and supporting StuH 42s. 72

74 PANZER DIVISION EXAMPLE OF A GERMAN PANZER DIVISION ORGANISATION nd PANZER A pre-war regular unit raised in 1935 in Austria, and known as the Wien or Vienna division, 2nd Panzer had already taken part in the invasions of Poland, France and Russia and by 1943 was an experienced, veteran Wehrmacht Panzer division. Under the command of Generalleutnant Vollrath Lübbe, it formed part of 47th Panzer Corps, under 9th Army at the north shoulder of the Kursk salient, and had been BRought up to full strength for the beginning of Operation Citadel. Having concentrated in the area of Gremiachevo on the Ruda river for the start of the offensive, the division was only ordered to join the offensive on July 6th, having waited out the opening of the attack on standby in reserve. The division immediately moved up behind 6th Infantry Division before launching its Panzers southwards, directed at capturing the Ol khovatka ridge and, beyond the hills, the town of Ol khovatka itself. For its mission, the division was led by the Tiger tanks of 505th Heavy Tank Detachment for the first two days of combat. Fiercely engaged against 70th and 75th Guards Rifle Divisions and supporting tanks of the Russian 164th and 107th Tank Brigades, 2nd Panzer could only make small progress south, encountering dense defences between Ol khovatka and the village of Samodurovka. After five days of ferocious fighting that was claimed to dwarf that at El Alamien and Stalingrad, the division had not captured its objective, and suffered very heavy losses in tanks. The division was organized as a standard Heer Panzer Division for Panzer Regiment 3 Battalion I Battalion II Signals Battalion 38 Medical Battalion 38 Supply Column 38 The Panzerjäger (anti-tank) battalion was equipped with 30 Marders in its first company, with the rest being towed guns. Panzer Grenadier Regiment 2 Battalion I (Armoured) Battalion II (Motorised) Panzer Grenadier Regiment 304 Battalion I (Armoured) Battalion II (Motorised) Artillery Regiment 74 Battalion I (self propelled) Battalion II Battalion III Anti-Aircraft Battalion Batteries Division Headquarters Divisional Escort Company Military Police Troop At the beginning of combat operations north of Kursk, 3rd Panzer Regiment was equipped with 32 Panzer IIIs (most being Ausf L or M) and 66 Panzer IVs (all Ausf G). Only the first battalion of each of the Panzer grenadier battalions had halftrack transports. The other battalion had motor transport but fought on foot. The armoured reconnaissance battalion included light armoured cars, heavy armoured cars and halftrack mounted infantry. It also included its own anti-tank guns and mortars. The assault pioneers were specially equipped for close combat and clearing strong points, with flamethrowers, demolition charges, etc. The supply column included field workshops, armourers, field kitchens, post office and other rear echelon units. Panzerjäeger Battalion 38 Company I (self-propelled) Company II Company III Armoured Reconnaissance Battalion 2 Assault Pioneer Battalion 38 The artillery regiment was equipped with 105mm howitzers. Each battalion included a single battery of 150mm guns. Battalion I was equipped with 12 Wespen and 6 Hummeln. The anti-aircraft battalion had three batteries of 88s, two batteries of 37mm guns and one battery of quad 20mm guns. 73

75 74 BATTLEGROUP KURSK

76 EASTERN FRONT 1943 INFANTRY DIVISION BATTLEGROUP FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support Forward Headquarters pts 3-r BR Unit Composition: 3 men Transport: Kübelwagen Special Rules: Senior Officer, Artillery Spotter, Unique Forward Signals Unit pts 1-r BR Unit Composition: 3 men Transport: Radio medium truck or radio van Special Rules: Communications Options: Replace Kübelwagen with: Heavy Car free Schwimmwagen pts Luftwaffe Air Control Officer. 26 pts 1-r BR Unit Composition: 2 men Transport : Kübelwagen Special Rules: Officer, Air Spotter 3+, Unique Options: Upgrade Kübelwagen to: Medium Truck pt SdKfz 250/ pts SdKfz 251/ pts Comms Relay Team pts 0-r BR Unit Composition: 2 men Transport: None Special Rule: Communications Motorcycle Dispatch Rider pts 0-r BR Unit Composition: 1 man Transport: Motorcycle Special Rule: Dispatches Wire Team pts 0-i BR Unit Composition: 2 men Transport: None Special Rule: Wire Communications 75

77 INFANTRY UNITS Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units. Grenadier Platoon pts For each Platoon you may choose 4 Support units Platoon Composition: 1 Grenadier Platoon Command squad, 3 Grenadier Squads and 3 MG Teams and up to 4 Platoon Support Options. Grenadier Platoon Command Squad Unit Composition: 6 men Transport: Medium truck or Heavy car pts Special Rules: Officer, Mortar Spotter Options: Squad may take anti-tank grenades pts Combat Medic pts Unit Composition: 1 man Special Rule: Medic 0-r BR Light Mortar team pts 1-r BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Anti-tank Rifle team pts Unit Composition: 2 men with AT rifle 11-r BR 1-r BR 76 3 Grenadier Squads Unit Composition: 5 men Transport: mount in a medium truck pts Options: Squad may take anti-tank grenades pts 3 MG Teams Unit Composition: 3 men with a bipod MG34 Transport: Transported in Platoon s other vehicles. Platoon Support Options The Platoon may include up to four of the following additional units. No unit may be taken more than once. Heavy Machine Gun team pts 1-r BR Unit Composition: 3 men with a tripod MG34 Replace MG34 with tripod MG pts Include a 3 man loader team pts Grenadier Squad pts 3-r BR Squad Composition: 1 Grenadier Squad and 1 MG Team Grenadier Squad Unit Composition: 5 men Transport : mount in a medium truck pts Options: Squad may take anti-tank grenades pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in Squad s vehicle. Medium Mortar team pts 1-r BR Unit Composition: 3 men with 80mm mortar Include a 3 man loader team pts Anti-tank Gun pts 2-r BR Unit Composition: 37mm PaK36 gun with 3 crew Upgrade anti-tank gun to 50mm PaK pts Upgrade anti-tank gun to 75mm PaK97/ pts Upgrade anti-tank gun to 76.2mm PaK36(r). +14 pts Upgrade anti-tank gun to 75mm PaK pts Include a 3 man loader team pts Horse and Limber tow pts Medium Truck tow pts Infantry Gun pts 1-r BR Unit Composition: 75mm infantry gun with 3 crew Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Game Size Infantry Restrictions In a Squad-level game you must include at least 1 Infantry Squad. You cannot include more than 1 Infantry Platoon. In Platoon-level game you must take at least 1 Infantry Platoon. You cannot include more than 2 Infantry Platoons. In Company-level games you must take at least 2 Infantry Platoons. You cannot include more than 3 Infantry Platoons. In Battalion-level games you must take at least 3 Infantry Platoons. You cannot include more than 6 Infantry Platoons.

78 Assault Pioneer Platoon pts 8-r BR (Restricted) For each Platoon you may choose 4 Support units Platoon Composition: 1 Assault Pioneer Platoon Command Squad, 2 Assault Pioneer Squads and 2 MG Teams and up to 4 Platoon Support Options. Assault Pioneer Platoon Command Squad Unit Composition: 5 men Transport: Mount in a heavy car pts Special Rules: Officer, Mortar Spotter Options: Squad may take anti-tank grenades pts 2 Assault Pioneer Squads Unit Composition: 5 men with anti-tank grenades and 2 demoliton charges Transport: Mount in a medium truck pts Options: Squad may take a flamethrower pts Squad may take a mine sweeper pts 2 MG Teams Unit Composition: 3 men with a bipod MG34 Transport: Transported in Platoon s other vehicles. Options: Upgrade any MG34 for bipod MG pts Platoon Support Options The Platoon may include up to four of the following additional units. No unit may be taken more than once. Combat Medic pts Unit Composition: 1 man Special Rule: Medic 0-r BR Light Mortar team pts 1-r BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Heavy Machine Gun team pts 1-r BR Unit Composition: 3 men with a tripod MG34 Replace MG34 with tripod MG pts Include a 3 man loader team pts Anti-tank Gun pts 2-r BR Unit Composition: 37mm PaK36 gun with 3 crew Upgrade anti-tank gun to 50mm PaK pts Upgrade anti-tank gun to 75mm PaK pts Include a 3 man loader team pts Horse and Limber tow pts Medium Truck tow pts SdKfz 6 halftrack tow pts Medium Mortar team pts 1-r BR Unit Composition: 3 men with 80mm mortar Include a 3 man loader team pts Assault Pioneer Squad 46 pts 3-r BR (Restricted) Squad Composition: 1 Assault Pioneer Squad and 1 MG Team Assault Pioneer Squad Unit Composition: 5 men with anti-tank grenades and 2 demolition charges Transport : mount in a medium truck pts 80mm mortar team Options: Squad may take a flamer thrower pts Squad may take a mine sweeper pts MG Team Unit Composition: 3 men with a bipod MG34 Transport: Transported in squad s vehicle Options: Upgrade MG34 for bipod MG pts 77

79 TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units. StuG III Squadron pts 9-r BR Unit Composition: 3 StuG III Fs 1 StuG III F (Officer, Mortar Spotter) 2 StuG III Fs Options: Upgrade all StuGs in the squadron to: StuG III Gs pts For each StuG squadron you may take 3 Support units. Panzer IV Unit Composition: 1 Panzer IV Panzer IV E pts 3-r BR (Restricted) Panzer IV F pts 3-r BR (Restricted) Panzer IV G pts 3-r BR Panzer IV H pts 3-r BR StuG III Unit Composition: 1 StuG StuG III A-E pts 3-r BR (Restricted) StuG III F pts 3-r BR StuG III G pts 3-r BR Panzer III Unit Composition: 1 Panzer III Panzer III J pts 3-r BR (Restricted) Panzer III L pts 3-r BR Panzer III M pts 3-r BR Panzer III N pts 3-r BR (Restricted) Self-Propelled Anti-Tank Gun Unit Composition: 1 vehicle Marder II pts 1-r BR (Restricted) Marder III H pts 1-r BR (Restricted) Marder III M pts 1-r BR (Restricted) Marder 38t (36r) pts 1-r BR (Restricted) 78

80 ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support. Forward Observer Team pts Unit Composition: 2 men Transport : Kübelwagen Special Rules: Artillery Spotter+ 1-r BR Aerial Artillery Observer pts 3-r BR Unit Composition: 1 Fieseler Storch Special Rules: Artillery Spotter+, Unique Towed Artillery Gun Unit Composition: 1 gun and crew 105mm Howitzer with 4 crew pt 2-r BR Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 half track tow pts 150mm Howitzer with 4 crew pt 2-r BR Options: Include a 3 man loader team pts Heavy Truck tow pts SdKfz 6 half track tow pts 100mm Cannon with 4 crew.. 50 pt 2-r BR (Restricted) Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 half track tow pts 150mm Infantry Gun with 4 crew.. 54 pt 2-r BR Options: Include a 3 man loader team pts Medium Truck tow pts SdKfz 6 half track tow pts Heavy Mortar Team pts 1-r BR Unit Composition: 120mm mortar and 3 crew Options: Include a 3 man loader team pts Mount in Medium Truck or Heavy car pts Off-Table Artillery Fire Unit Composition: 1 Battery 2 105mm howitzer pts 0 BR 2 150mm howitzer pts 0 BR 2 100mm cannon pts 0 BR 2 170mm cannon pts 0 BR 2 150mm Nebelwerfer pts 0 BR 2 210mm Nebelwerfer pts 0 BR 2 280mm Nebelwerfer pts 0 BR Off-Table Mortar Fire Unit Composition: 1 Battery 2 80mm mortars pts 0 BR 2 120mm mortars pts 0 BR 105mm lefh18 light field howitzer battery 79

81 DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battlegroup is the Defender in an Attack-Defence scenario. Improvised Barricades pts 0 BR 10" of improvised barricades made of earth filled boxes, rubble, furniture, destroyed vehicles etc. Counts as hard cover for infantry behind it. Machine Gun Dug-Out pts 1 BR 3 men and a tripod MG34 in reinforced cover. The cover is lost if the MG team move. Machine Gun Pillbox.. 54 pts 1BR (Restricted) 3 men and a tripod MG42 in hardened cover. The cover is lost if the MG team move. Mortar Pit pts 1 BR 3 men and an 80mm mortar in reinforced cover. The cover is lost if the mortar team moves. Fortified Building pts 0 BR A single, chosen building, anywhere on the table, it counts as reinforced cover rather than hard cover. Foxholes pts 0 BR Deploy up to 10 infantry in foxholes; they count as in reinforced cover until they move. Trenches pts 0 BR Up to 10" of trenches which count as reinforced cover for infantry in them. Sniper Hideout pts 0BR A single sniper in reinforced cover. It can be placed anywhere outside of the opponent s deployment zone. The cover is lost if the sniper moves. AT Gun Dug-out pts+gun 0 BR+gun Reinforced cover for a single anti-tank gun and crew until the gun moves. The gun must be purchased from the army list. AT Gun Bunker 30 pts+gun 0 BR+gun (Restricted) Hardened cover for a single anti-tank gun and crew until the gun moves. The gun must be purchased from the army list as normal. Command Bunker pts 3 BR (Restricted) Special Rules: Senior Officer, Mortar Spotter, Unique A command post in a wood and earth bunker. 4 men in hardened cover. The cover is lost if the command unit moves. Artillery Observation Post pts 1 BR Special Rules: Artillery Spotter+, Unique A Forward observer team has in reinforced cover. The cover is lost if the FAO team move. Includes an Forward Observer Team. Booby Trapped Building pts 0 BR A chosen building anywhere on the table has been wired with booby-traps. The first time an enemy unit enters the building roll a D6. On a 2+ it detonates and the unit take a 3/3+ HE hit. On a 1 there is a fault and the booby trap fails to go off! Barbed Wire pts 0 BR Up to 10" of barbed wire. It is an obstacle for vehicles and infantry. Improvised Road Block pts 0 BR Something large and heavy across a road. Place on any road or track, anywhere on the table. It counts as an obstacle. Anti-Tank Ditch/Embankment pts 0 BR (Restricted) 10" of ditch or embankment, impassable to vehicles without a bridge. Off-table 88 Anti-Tank Shot pts 0 BR The positions are covered by 88s well-camouflaged behind the lines. You may take a single 88mmL56 Aimed Fire Armour-Piercing shot at an enemy vehicle within 30" of your table edge. The shot will hit on a dice roll of 6, with a penetration value of 6. This requires no orders to use. Minefield pts 0 BR A single mixed anti-tank and anti-personnel minefield. 80

82 RECONNAISSANCE SUPPORT UNITS Sniper pts Unit Composition: 1 man Special Rules: Sniper Scout 1-v BR Fusilier Foot Patrol pts 3-r BR Squad Composition: 1 Fusilier Squad and 1 MG Team Special Rules: Scout, Mortar Spotter Options: Add a spotter pts Spotter: A sniper with a spotter increases its maximum range from 30" to 40", hitting on a 6. Motorcycle Reconnaissance Patrol pts 1-r BR Unit Composition: 3 men Transport: Motorcyle and sidecar Special Rules: Scout, Mortar Spotter Fusilier Squad Unit Composition: 5 men Options: Squad may take anti-tank grenades pts MG Team Unit Composition: 3 men with a bipod MG34 Options: Upgrade any MG34 for bipod MG pts Aerial Reconnaissance Unit Composition: 1 Aircraft Special Rules: Scout2, Mortar Spotter, Unique Hs pts 2-r BR SdKfz 222 Armoured Car Unit Composition: 1 Armoured Car Special Rules: Scout, Mortar Spotter SdKfz pts 1-r BR Recon Platoon Command pts 2-r BR Unit Composition: SdKfz 222 Special Rules: Officer, Scout, Artillery Spotter, Unique ENGINEER SUPPORT UNITS Recovery Vehicle Unit Composition: 1 Vehicle Special Rules: Vehicle Recovery, Vehicle Repair SdKfz 9 Famo pts 1-r BR Heavy Bridging Unit.. 36 pts 3-r BR (Restricted) Unit Composition: 12 men Transport: 2 Heavy Trucks with a Bridge Special Rules: Bridging, Unique Light Bridging Unit pts Unit Composition: 6 men Transport: Heavy Truck with a Bridge Special Rules: Bridging 2-r BR Options: Per extra 6 men and heavy truck pts each 81

83 LOGISTICS SUPPORT UNITS Supply Column pts Unit Composition: 1 Medium Truck Special Rules: Resupply, Unique 1-i BR Stretcher Party pts Unit Composition: 2 men Special Rules: Medic 1-i BR Options: Add up to 2 Medium Trucks pts each Forward Aid Post pts 5-i BR (Restricted) Unit Composition: 4 men with a tent Special Rules: Unique Ambulance pts 2-i BR (Restricted) Unit Composition: 1 Kübelwagen Ambulance Special Rules: Medic Options: Upgrade Kübelwagen Ambulance to Ambulance Medium Truck pts SPECIALIST SUPPORT UNITS 88mm FlaK36 dual antiaircraft/anti-tank gun Heavy Anti-Tank Gun. 51 pts 3-r BR (Restricted) Unit Composition: 88mm AA/AT gun with 4 crew Options: Add 3 man loader team pts SdKfz 7 tow pts Heavy Tank Hunter Unit Composition: 1 vehicle Ferdinand pts 5-r BR (Restricted) Hornisse pts 3-r BR (Restricted) Assault Howitzer Unit Composition: 1 vehicle StuH 42 F pts 3-r BR (Restricted) StuH 42 G pts 3-r BR (Restricted) Brummbär pts 4-r BR (Restricted) Anti-Aircraft Vehicle Unit Composition: 1 vehicle SdKfz 10 with 20mm pts 1-r BR (Restricted) SdKfz 6 with 37mm pts 1-r BR (Restricted) SdKfz 7 with 20mm Flakvierling pts 1-r BR (Restricted) Towed Anti-Aircraft Gun Unit Composition: 1 anti-aircraft gun with crew 20mm AA gun with 3 crew pts 1-r BR Include a 3 man loader team pts Medium Truck tow pts SdKfz 10 halftrack tow pts 37mm AA gun with 3 crew pts 1-r BR Include a 3 man loader team pts Medium Truck tow pts SdKfz 11 halftrack tow pts 82

84 ADDITIONAL FIRE SUPPORT Off-Table Artillery Support Request 3rd Target Priority (5+) pts 2nd Target Priority (4+) pts 1st Target Priority (2+) pts 0 BR 0 BR 0 BR Pre-Registered Target Point pts 0 BR Counter-Battery Fire Mission.. 10 pts 0 BR The counter-battery fire mission is effective on a 5+ German Army Fire Mission Requests Regimental Battery (2+ comms test) mm mortars mm heavy mortars Divisional Battery (3+ comms test) mm howitzers mm cannons mm howitzers Corps Battery (4+ comms test) mm howitzers mm cannons mm Nebelwerfers Timed 105mm Barrage pts 0 BR Fired by a battery of four 105mm howitzers. Before the game write down which turn the guns will fire on. Points cost includes a pre-registered target as the target point of the barrage. Timed 150mm Barrage pts 0 BR Fired by a battery of four 150mm howitzers. Before the game write down which turn the guns will fire on. Points cost includes a pre-registered target as the target point of the barrage. Army Battery (5+ comms test) mm Nebelwerfers mm Nebelwerfers mm Nebelwerfers mm howitzers German Close Air Support Table 1943 D6 Aircraft 1-3 Ju-87 D or G Stuka large bomb, 4 light bombs mm cannons 4 Fw-190 F 1-2 No bombs cluster bomb large bomb 5 Hs-129 B 1 No bombs light bombs 6 Choose Select any of the above aircraft You may always choose an aircraft from lower down the table over a higher roll. You must still roll for armament. FW-190 F Timed Fw-190 Air Strike pts 0 BR An air strike by a Fw-190 carrying 1 large bomb. Before the game write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed Ju-87 Air Strike pts 0 BR An air strike by a Ju-87 Stuka carrying 1 large and 4 small bombs. Before the game write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed He-111 Air Strike. 25 pts 0 BR (Restricted) An air strike by a He-111 bomber carrying 5 large bombs. Before the game write down which turn the aircraft will arrive on. The points cost includes a preregistered target as the target point of the air strike. 83

85 INFANTRY DIVISION EXAMPLE OF AN INFANTRY DIVISION S ORGANISATION th STURM DIVISION Formed in Stuttgart, originally as the 78th Infantry Division, the unit was re-designated as the 78th Sturm Division in January The Sturm (Assault) Division was a standard infantry division, but issued with additional forces and weapon assets, including Nebelwerfer and 120mm mortar battalions, and given extra training to assault enemy positions with demolition charges and flamethrowers. It was to be used to spearhead infantry attacks. Under the command of Lieutenant General Hans Traut, and operating as part of XXIII Panzer Corps on the left flank of 9th Army s offensive, the 78th Sturm Division led the Corps attack to capture the town of Maloarkhangel sk, with the aid of the attached 654th Heavy Panzerjäger Battalion s Ferdinands and the StuGs of 189th Sturmgeschütz Battalion 72 vehicles in total. of the number of dug-in T-34s in the area. Led by the Ferdinands, which were in turn led by Funklenk Company 314 s remote controlled Borgward IV demolition vehicles, the division s powerful attack could only gain 1.5km from its start lines. Operations to clear dense minefields were hampered by very heavy enemy 152mm artillery fire, which destroyed several Borgwards. The mines also disabled several Ferdinands. Stalled in its drive to capture Maloarkhangel sk, and with the Corps objective of the village of Ponyri still yet to fall, the division was ordered to shift the direction of its attack southward, to threaten Ponyri with encirclement from the east and to help protect the main attacking Panzer division s eastern flank from the constant flow of Soviet reinforcements. The division took heavy losses in the following Ponyri battles. On July 5th, the 78th Sturm Division faced the Soviet strongpoint at Hill 257.7, nicknamed Panzer Hill because The 78th Sturm Infantry Division was destroyed in 1944, defending Orsha and Minsk during the Soviet Operation Bagration summer offensive. Füsilier (infantry reconnaissance) Battalion 178 Panzerjäger (anti-tank) Battalion 178 Flak Battalion 178 Heavy Flak Battalion 293 Heavy Mortar Battalion 5 Nebelwerfer Battalion 178 Pionier (Engineer) Battalion 178 Nachrichten (Signals) Battalion 178 Feld-Ersatz (Training and Replacement) Battalion 178 Divisions-Nachschubführer (Supply) 178 Sturm Regiment 14 1st Grenadier Battalion 2nd Grenadier Battalion Sturm Regiment 195 1st Grenadier Battalion 2nd Grenadier Battalion Sturm Regiment 215 1st Grenadier Battalion 2nd Grenadier Battalion Artillery Regiment light battalions 1 medium battalion Sturmgeschutz Battalion 189 (attached) Pioneer Battalion 725 (attached from Army Reserve) Each Sturm Regiment consisted of only two battalions, a standard infantry regiment consisted of three battalions in Each was supported by a heavy company of 75mm and 150mm infantry guns, a support company of 80mm mortars, heavy machine guns and 20mm flak guns, a Panzerjäger company of PaK40s and a pioneer company. The Artillery Regiment was equipped with three battalions of 105mm howitzers (12 guns in each) and a single battalion of 150mm howitzers (another 12 guns). The Panzerjäger Battalion was equipped with Marder IIs and PaK40s. The Flak Battalion and Heavy Flak Battalion were not standard to infantry divisions. Flak Battalion 178 fielded 16 88mm guns and 17 20mm cannons. Flak Battalion 293 doubled this allocation. The Nebelwerfer Battalion was added specifically for the Citadel offensive. The Heavy Mortar Battalion consisted of 2 batteries, both of mm mortars. It was not part of the standard infantry division s tables of organisation and equipment (TO&E). Pioneer Battalion 752 was attached from 9th Army Reserve for the Citadel offensive to increase the division s manpower for the assault. StuG Battalion 189 was equipped with 36 StuG IIIs at the start of the offensive and operated in direct support of the infantry and pioneers. 84

86 THE RUSSIAN ARMY TANKS T-34 The backbone of the Red Army s tank force in 1943 (and until the end of the war) was the ubiquitous T-34. In many ways, the T-34 was a superb medium tank, with respectable armour protection and a proficient (if not exceptional) 76.2mm main gun, it was fast and had good manoeuvrability. Its cross country performance was excellent due to its wide tracks and suspension system. It was also produced in vast numbers. Following the Soviet Army s disastrous losses in 1941 their armoured units were devastated and had to be quickly rebuilt. A strategic decision was made early on in the war that Soviet military-industrial output would concentrate on quantity rather than seek to improve quality through technical development. As Stalin said, Quantity has a quality all of its own, and as such, the T-34 was selected as the best of the currently available medium tank models for mass production. Communist organisation was able to manufacture staggering numbers of armoured vehicles, over 15,000 T-34 s in 1943 alone, far outstripping the German Army s supply of tanks. In 1943, the T-34 model 43 was an excellent all-round tank, available in huge numbers. It did have many drawbacks, though. First, was the quality and training of the crews. Nobody could doubt the crews bravery, but training was basic, especially in battlefield tactics. Three days of basic training was not unusual before a crew was embarked AT KURSK for the front. Many crewmen had never experienced a motorised vehicle before. A qualification for tank command was prior experience on a tractor before training! The higher commanders understanding and use of armoured formations was also poor, but by 1943, many hard lessons had been learnt about the deployment and use of tanks. The T-34 s other main drawback was the layout of its turret. The two-man turret meant the commander was also the gunner, so he was unable to observe targets and keep the tank in formation whilst manning the gun. The 43 model only had a radio receiver (earlier models had no radio at all), so could only receive orders and not communicate with other vehicles to co-ordinate actions. These radios were not reliable and radio discipline was often poor. Under fire crews could often be heard swearing and cursing at the enemy, and blocking the airwaves for orders. Ammunition for the main gun was also poor. Disparities in manufacturing meant the ammunition was sometimes unreliable. The T-34 had poor sight optics compared to their enemy s and its external auxiliary fuel tank had a tendency to burn (in fact, German crews targeted them deliberately). Steel quality was also inferior to that of the Germans, so that although armour thickness was good, it was not as strong as the comparable thickness on German tanks. A high velocity penetration and ammunition detonation inside a T-34 usually lifted its turret clean off, sending smoke rings into the sky. The Germans joked that the T-34s always lifted their hats. Each series of smoke rings soon came to designate another destroyed T-34. One continual problem crews of the T-34s faced was that, as the mechanics of their vehicles too, their overalls always became impregnated with fuel, oil and grease. This meant that the crew s clothing easily caught fire if the vehicle started to burn, resulting in terrible crew casualties. It became a matter of bravado between crewmen as to how many times they had been set alight! The T-34 had a crew of three or four: a driver/mechanic, a radio operator/ machine gunner, a commander/ gunner and a loader. There were slight differences in design from factory models, but all were basically the same vehicle. The tank mounted a 76.2mm L42 gun with 7.62mm machine guns in the bow and co-axial mount. A T-34/43 carried a standard ammunition load of 100 main gun shells, of which only 20 were usually anti-tank ammunition. At Kursk, given the expected amount of enemy armour to be engaged, more armour piercing shells were issued. KV-1 Developed in the late 1930s after the Russians experienced heavy tank losses in their Winter War with Finland in , the KV-1 was a heavy tank, weighing in at 45 tonnes. When the German Army attacked in 1941, the Russians could field nearly 700 heavy tanks. The KV-1E outclassed anything the German Army had to oppose it, but poor crew training and tactical 85

87 use, and its ongoing mechanical problems resulted in heavy losses, mostly to BReakdowns. Still, the KV-1E was selected as the best heavy tank available for mass production through 1941 and The tank s main drawbacks were its poor crew compartment layout, it was slow, and its massive weight resulted in many mechanical problems with its power train. To solve these, the KV-1S was developed. Armour was removed (the KV has the dubious distinction of being the only tank to have less armour at the end of the war than at the start). Its gun was also improved, but a lighter KV-1 seemed to be very close to a T-34, and as such the heavy tank s useful days were numbered. By Kursk, the KV-1S was the most numerous of its type in the tank brigades. In 1943, all KV-1s were withdrawn from use by the Tank Corps, being proven to be too slow for their role in exploiting breakthroughs, and were redeployed into those tank brigades supporting rifle divisions. This was their main role at Kursk. The summer of 1943 would be the swansong of the KV-1. The KV tank production programme was closed in late 1943 in favour of increased production of the T-34, the new T34/85 and production of a stop- gap measure, the KV-85, whilst work on the new JS series of heavy tanks was completed. The KV-2, nicknamed the Dreadnought, was a close support variant of the heavy tank mounting a huge 152mm howitzer in a large box-like turret and used for engaging hardened bunkers. Only 334 were ever produced, and their deployment in 1941 saw most destroyed or captured. It was too big and too slow and suffered heavy losses. Very few remained on the Red Army s strength by the summer of T-60 and T-70 The T-60 was developed in early 1941 and accepted into service as a modern light tank to replace other aging and failing Soviet light tank designs. Small and fast, the T-60 was armed with a 20mm cannon (actually an aircraft weapon adapted to fit the turret). Various automobile factories were turned over to the tank s production, and large numbers of T- 60s took part in the Battle for Moscow in the winter of The T-60 (and later the T-70) became an important part of the Red Army s armoured units, but heavy losses in 1942 and other developments in tank warfare meant that the light tank (as an idea) was rapidly becoming obsolete. Production of the light tank only continued because the factories producing them lacked the machinery to manufacture heavier tanks. Hence, the T-60 and T-70 were still present in large numbers in 1943 and formed a full third of the Tank Corps strength at the Battle of Kursk. Deployed in a front line combat role alongside the T-34s, the T-60s and T-70s suffered terrible losses to the larger German tanks. This may help account for the Germans high tankverses-tank kill ratios. The T-70 was a development of the T-60, up-armed with a better (but still poor) 45mm gun. Weighing in at just 6 tonnes, both had a crew of two, a driver/mechanic and the commander/gunner. Its top speed was approximately 45 kph. Despite their size, these light tanks could not match the T-34 s cross-country performance and thus could not keep up during BReakthrough and exploitation operations. Re-organization of the Tank Corps in late 1943 saw the light tanks removed from the order of battle in favour of extra T-34s, but the T-60s and T-70s continued to serve in a reconnaissance role, in turn replacing the remaining armoured cars. Spare light tanks hulls were re-used as (turret-less) artillery gun tractors or for mounting multiple rocket launcher rails, designated as the BM LEND-LEASE TANKS Churchill III and IV A British design of heavy tank, the Churchill was slow and under gunned with its 6 pounder gun, but it had respectable armour and proved to have good ground covering powers, especially in climbing steep hills (not much use in the rolling fields of the Kursk salient). It was not well liked, and Soviet commanders requested that either better tanks should be sent, or more useful vehicles like trucks and jeeps be sent in their place. 86

88 21 Churchill tanks formed the only heavy tank unit in 5th Guards Tank Army, most being destroyed around Prokhorovka. Matilda II Another British tank, the Matilda had been developed in the 1930s as a heavy cruiser tank to accompany infantry attacks. By 1943, it was completely obsolete, and another western tank heavily derided by the Soviet commanders and the unfortunate crews that had to use it to face the enemy. Armed with a woefully underpowered 2 pdr gun and a single machine gun, it was badly under gunned to face the German armour. With a top road speed of just 15mph, the tank s only saving grace was its 78mm frontal armour. Over 1,000 Matilda IIs saw limited service with those tank brigades supporting Rifle divisions. M3 Grant In all, 1,400 M3s were delivered to the Red Army, whose attitude of want not, waste not saw them sent into combat despite their many drawbacks. An American tank design replaced by the M4 Sherman, the M3 Grant was shipped as part of the lend-lease agreement to widespread disfavour. The Soviet soldiers named it a grave for seven BRothers and the field crematorium due to the ease with which the tank burned. Its weaponry, a 37mm gun and 75mm howitzer, were ineffective in tank verses tank combat, and it was slow, with a tall profile. Most were deployed in static positions to support infantry in the first and second line of defences and as such they suffered terrible losses. The Soviet Union received the M3A3 and M3A5 variants of the Grant. Valentine III The only lend-lease tank to receive any favour from the Red Army was the Valentine. The decline in the use of the T-60 and T-70 light tanks, mostly because production was cut in favour of the SU-76, saw the Valentine employed in the light tank s reconnaissance role. Use of the Valentine by the British Army was also in decline as it became obsolete, being replaced by the M4 Sherman and, as part of the lendlease agreement, the entire Canadian production run of the infantry tank, some 1,400 vehicles, was shipped to Russia. These started to see widespread service in the tank brigades and corps by late None saw combat during the Kursk battles, but they were in combat by the autumn of It is included here for use in post-citadel games during the Soviet counter-offensives. Below: A column of T-34s during a road march. Virtually all roads in Russia were dirt tracks. (Novosti ) 87

89 88 The tank itself had several drawbacks. The mark III was armed with the capable 6 pdr gun, but its small turret precluded the introduction of the large tanks guns needed, and its resulting two man turret crew was deemed inefficient. Its top speed was poor, a mere 15mph. M3 Stuart Another tank disliked by the Russians, the early M3 Stuart light tank was an obsolete American design that had seen action in the deserts of North Africa, but had not performed well, neither had its later upgrading as the M5. It was armed with a badly underpowered 37mm gun and two machine guns, bow and co-axial mounted. Like the other lend-lease vehicles it was fielded, but few survived combat. The Soviet Union received 1,676 M3A1 tanks, and most saw service on the southern fronts. M3A1 White Scout Car A four wheeled version of the American M3 half track, for increased road speed. The M3 Scout Car was adopted and liked by Russian troops, as a scout vehicle and a command vehicle. It could transport a small squad of six men and was armed with a single.30 cal or.50 cal machine gun on a pintle-mount. With 3,300 supplied to the Soviet Union, they served until the end of the war. ASSAULT GUNS SU-76 Known as the Suka, or Bitch, the SU- 76 was (second only to the T-34) the armoured fighting vehicle produced in the greatest numbers. A staggering 14,000 were manufactured during the war. SU-76M batteries were mobile assault guns, despite their appearance and use of the Zis3 gun, they were never deployed as mobile artillery. Instead they were used for direct fire infantry support and as tank hunters. Small, light and mobile they might best be compared with the German Marders they would face. The vehicle had many drawbacks and mechanical problems, mainly due to poor manufacturing standards. Drivers found they had to leave their hatch open to avoid being rendered unconscious by exhaust fumes that leaked into the compartment, especially when idling. Crews disliked the vehicle for its thin armour, but, much like the German StuG III, they proved cheap and effective support for infantry during offensive operations. SU-122 The Soviet High Command was well aware that their tank weapons lacked the penetrating power to defeat the heavy German armour and sought a quick stop-gap measure to aid the Tank Corps. Having encountered and captured German StuG assault guns they chose to copy the format and a medium assault gun was designed using the T-34 chassis. Armed with the 122mm L23 howitzer, the result was the SU-122. Its first deployment into combat would be at Kursk, where the much hoped-for effect failed to materialise. It would be replaced by the far superior SU-85 medium assault gun by early SU-152 An emergency measure quickly developed to help counter the threat of the Tiger tanks, the SU-152 used the KV s heavy chassis to mount a 152mm ML-20 model 37 howitzer. Few in number (it only went into production in January 1943 after just 25 days of development), it proved a formidable weapon. It could fire a 43kg armour piercing shell capable of defeating 124mm armour at 1,000 yards, making it easily able to penetrate a Tiger s front armour at normal battle ranges. This earned it the name Zvierboi, the animal killer. The Germans called it the Dosenöffner can opener. In all, only 24 SU-152s made it to the Kursk battlefields, in two regiments of 12 vehicles, but many more would follow in subsequent months. The vehicle s main drawback was its ammunition capacity. Only 20 of its big shells could be carried, but more were crammed in. Crews also reported that such was the recoil of firing the main gun, it would cause so much vibration that it disabled the vehicle s own radio after about eight shots! ARMOURED CARS BA-10 A pre-war design, the BA-10 was a heavy armoured car with six wheels and a turret mounted 45mm gun. It suffered massive losses during the early years of the war and no production was dedicated to building new vehicles, so that by the summer of 1943 very few remained. With tank production being deemed a far higher priority, the BA-10 would become all but extinct after BA-64 In general, the Russian Army seemed to have placed little faith in armoured cars. The reconnaissance role was often carried out by infantry mounted on motorcycles, cavalry, or by light tanks. Due to losses and poor performance, post-1942 armoured cars never featured heavily in their order of battle, with only two main types used. The smallest was the BA-64, a light, four-wheeled reconnaissance vehicle armed with a single DP light machine gun. It was little more than an armoured GAZ jeep. Used for scouting and liaison work with the Tank Brigades and Corps, post-kursk it would fall from favour as a front line vehicle. Right: A Zis3 field/anti-tank gun deployed in a cornfield. The landscape is little changed since medieval times. This gun has had its muzzle brake unscrewed reason unknown. (Novosti 42339)

90 ANTI-TANK GUNS PTRD Anti-Tank Rifle The standard issue infantry anti-tank weapon, the PTRD was a 14.5mm single shot heavy rifle issued to infantry platoons. In widespread service from 1941 onwards, the rifle was a hefty 35lbs and required two soldiers to operate it. It could penetrate 35mm armour at 100m range, but by 1943 this was only effective against tanks side armour (and the Germans developed Schürzen plates to prevent this). For want of a more modern solution, the anti-tank rifle remained in service until the end of the war. Over 200,000 were manufactured. 45mmL46 Model 37 Heavily based upon the German 37mm PaK 36, the model 37 had its calibre increased to make a viable high-explosive round available. In the early years of the war it was a capable anti-tank gun, generating a muzzle velocity of 820mps, but with the increase in tank armour by 1943, it had become somewhat obsolete. By the Battle of Kursk its role had changed, generally being deployed for direct high explosive fire rather than anti-tank fire. Its main advantage was that it was light and easily moved by its crew when horse or motorised transport was unavailable (which was often). It remained in production until mmL68 Model 42 An expedient modernisation and redesign of the generic model 37 gun, the model 42 had increased barrel length for extra velocity and accuracy. It could generate an impressive 1,070mps. Firing a high velocity armour piercing round, it could penetrate 80mm armour at 500 yards. Production began in 1943 and some guns would reach the units defending Kursk. It would eventually replace the model mmL73 Zis2 The 57mm Zis2 anti-tank gun had a difficult and rather complex gestation. It began development before the war, performed well in trials and went into service in 1941, and was then cancelled by the Red Army as too complex as they standardised equipment to maximize production. It was also thought to be well over the requirement to penetrate German armour. As the 45mm anti-tank gun became obsolete against the heavier German tanks, the 57mm gun was revived in June A few were in production by the Battle of Kursk, but it was too large for horse towing, and most infantry units had no motorised transport, so 89

91 Above: The heavies. Batteries of 152mm ML20 gunhowitzers in their gun pits. (Novosti ) those few guns that were available went to motorised infantry units. Its armour penetrating round generated 990 metres per second velocity, and it was a respectable anti-tank gun. ARTILLERY GUNS 76.2mm L16 Infantry Gun model 27/39 An archaic design, modernised twice from the Tsarist 3" light howitzer of WWI vintage, the model 27/39 was intended for close infantry support. Heavy for its size, it was regarded as adequate for its role and remained in production until Early guns had spoked wooden wheels, later guns changed to pneumatic tyres for vehicle towing. Each infantry battalion fielded a battery of six guns. 76.2mm L54 Zis3 field gun A new weapon under development when war BRoke out, the Zis 3 was first developed as a field gun, replacing aging early models as the standard field gun of divisional artillery batteries. Intended as field artillery, the gun found a duel role, being issued with armour piercing ammunition and used as an effective anti-tank gun. It generate a muzzle velocity of 740mps and its larger shell could penetrate 88mm armour at 1,000 metres. Especially at Kursk, divisional gun batteries were often called upon to engage enemy tanks. The gun gained the nickname Crash-boom with German soldiers. As a field gun it had a range of approximately 13km. 122mm Howitzer, model 38 The Red Army had begun to move towards heavier calibre divisional and corps level artillery, and the 122mm model 38 howitzer was a workhorse of these units. Firing a hefty 21kg shell over 11 kilometers, the 122mm howitzer was produced in large numbers; 32 were issued to each rifle division! A 1943 modernisation programme was introduced, adapting the gun carriage and introducing a muzzle brake. This weapon was also issued with a High Explosive Anti-Tank (HEAT) round, but its effectiveness in an anti-tank role was serious degraded by the rifled barrel s spin. 122mm Cannon, model 37 Known under the designation A-19, this powerful cannon was corps level artillery. It fired a 25kg shell up to 16km, and would later be used as the basis of a tank gun to equip the JS-II heavy tank and ISU-122 heavy assault gun. It looked very similar to the model mm corps gun, distinguishable by its slightly longer barrel. 152mm ML20 gun howitzer The success of the A mm cannon led to the decision to mount a 152mm gun howitzer barrel on the same carriage. Its heavy 43kg shell could fire out to 17km range. 152mm howitzer model 38 The largest divisional artillery gun was 152mm howitzer, firing a 40kg shell up to 12km. 90

92 203mm B4 model 31 The largest howitzer in common use, this massive gun was supported on tracks (they were not powered though), for better weight distribution. Held by the Army Reserve, the heaviest artillery batteries were under the control of high command and deployed for major breakthrough operations. Firing a 99kg shell up to 16 km, the 203mm gun was a monstrous gun and not used as a battlefield weapon. ANTI-AIRCRAFT GUNS DshK heavy machine gun The Red Army s standard issue heavy machine gun was the 12.7mm DshK, known as the Dushka. Its massive weight meant it was impractical for issue to the infantry and most weapons were deployed on tripod mounts as anti-aircraft guns. A wheeled carriage was tried, but was still deemed impractical in size and too heavy for infantry to pull. Quad Maxims The Red Army was actually poorly equipped with battalion, regimental and divisional level anti-aircraft weapons. One of the most effective was a quad water-cooled Maxim mount. It was very heavy and had to be either placed in a static position or mounted upon the back of a truck, commonly known as the Gaz AAA. 37mm 81-K cannon The most common tactical air defence weapon was the 37mm model 39 cannon. Issued to divisional air defence units, it was almost a direct copy of the 40mm Bofors gun, and its performance was very similar. It was used throughout the war. The Soviet Union also received over 5,000 40mm Bofors guns via lend-lease. 85mmL53 KS-12 Model 39 Intended primarily for national air defence, deployed around cities and strategic sites, the 85mm gun was not an army weapon. In 1943, in preparation for the coming Kursk battles a number of emergency armylevel heavy anti-tank units were formed, equipped with the 85mm gun. Intended to counter the German heavy armour, the 85mm became known as the Russian 88. Unlike its German counterpart, it was not widely used for anti-tank work after the arrival of more suitable anti-tank guns in greater numbers. This gun would be the basis of the 85mm gun later mounted in the T-34/85 and SU-85. MORTARS AND ROCKETS 50mm Entering service in 1938 the light mortar was used as a squad support weapon. The British also provided over a hundred thousand 2" light mortars via lend-lease. Post 1943, the light mortar was withdrawn from service. It had a maximum range of 800 yards. 82mm model 41 The standard battalion mortar fired a 3.3kg bomb up to 3km. To increase mobility, it was equipped with a set of detachable wheels, which were removed before firing. These weapons were regarded as artillery by the Soviet Army rather than as infantry weapons. 120mm model 38 The standard regimental heavy mortar design used throughout the war. Simple and dependable, it fired a 16.5kg bomb up to 6.5kms. So good was it, that the German Army copied the design without alteration for their own use. BM-13 Katyusha Developed in secret under the codename Guards Mortars, the multiple rocket launcher was called Katyusha (Little Kate) by the Russians, and Stalin s Organ by the Germans, due to the fierce shrieking noise of it firing. It was mounted on a Zis-6 truck with 12 rails to launch 132mm rockets, each with a 5kg explosive charge, firing up to 8.5km. Cheap and easy to manufacture, they became very popular, deployed to supplement the conventional artillery, especially by Tank Corps Katyusha being the main organic artillery available to these units in Many other transporters would also be tried, including various trucks (some armoured) and the light T-60 tank chassis. In 1944, Katyushas were standardised on lend-lease US Studebaker trucks. There are recorded instances during the fighting around Kursk of Katyushas being used for direct fire against tank formations, disconcerting for the tank crews, but not actually very effective. AIRCRAFT IL-2 Sturmovik Nick named the Beast, the Sturmovik was the Red Air Force s principle ground attack aircraft, as important to them as the T-34 tank was to the army. It had a rugged design that went through various versions. By 1943 the Sturmovik had reached the -m3 designation, with the introduction of a rear facing gunner s position (single-seater variants had been very vulnerable to fighter attack from behind) and extra armour around the cockpit. By 1943, Russian aircraft factories were producing 1,000 Sturmoviks per month! It was a rugged, dependable aircraft, heavily armoured for its ground attack role, and remained in service throughout the war. Its standard armament was four 7.62mm machine guns in the wings and it could carry an underwing payload of four bombs, 200 PTAB anti-tank bomblets 91

93 or eight 82mm rockets. At Kursk, Sturmoviks were also first equipped with two 37mm cannons underwing, replacing the payload. Petlyakov PE-2 A Soviet twin-engined, three-man light bomber used in the dive-bomber role, the PE-2 was armed with two forward firing machine guns, a rear facing heavy machine gun and a second rear facing heavy machine gun under the fuselage. Standard bomb load was four 500lb bombs in the internal bomb bay. Alternatively eight 200lb bombs could be carried with four more 200lb bombs under the wings. The PE-2 saw heavy combat during the Battle for Kursk, mostly interdicting German supply routes behind the front line. It was known as the Peggy, or the Buck to the allies. Yakolev YAK-1 and 9 The Yak-1 and the 1942 development the Yak-9, were the Soviet s main fighter aircraft of the war. In it, the Red Air Force had an aircraft capable of matching the Luftwaffe s Me-109s and FW-190s. It was armed with a 20mm cannon in the nose, along with a secondary machine gun. It could carry two 250lb bombs under its wings. Later in the war, the final version (a reworking of an early design, hence the designation Yak-3) would go into production. For speed and manouevrability, this was arguable one of the best fighter aircraft in the world in Bell P-39 AircoBRa Regarded as failure by the USAAF (and briefly the RAF) in the Pacific and North African theatres, the AircoBRa was supplied in large numbers (almost 5,000) by the US via lend-lease, and was quickly embraced by the Red Air Force. Armed with a nose-mounted 37mm cannon and two.50 cal machine guns, the VVS removed its standard wing mounted weapons to increase the aircraft s roll rates. It was primarily a close support fighter (its high altitude performance was poor), and could carry two 250lb bombs for ground attack missions. It continued to serve on the eastern front until the end of the war, gaining a significantly better combat record in Red Air Force hands than with the other allied air forces. PO-2 A two man biplane, the PO-2 was nicknamed the sewing machine by German troops due to its distinctive engine sound. It was known as the crop duster to Russian troops, as that was the aircraft s civilian role. It was successfully used as a night bomber because it could glide silently, dropping its bombs from the darkness without detection. It was also used as a stand-in reconnaissance aircraft over the Kursk battlefields by 5th Tank Corps, but proved very vulnerable to anti-aircraft fire because of its low top speed. It was armed with a rear facing machine gun (only really useful for defence) and could carry up to 300lb of bombs below its wings. IL-4 A four-engined medium bomber deployed by the VVS for long range bombing missions. This tactic proved unpopular with VVS commanders and the bomber was generally used for medium range raids against military targets and battlefield interdiction, attacking railheads, enemy airfields and troop concentration areas. SOFT-SKINNED VEHICLES Soft-skinned transport vehicles were always in short supply in the Red Army. A pre-war programme to mechanise the army was largely undone by the huge losses sustained in 1941 and 1942 amongst transport vehicles, especially the specialised artillery tractors. The Russian Army used many civilian type trucks, often manufactured by Gaz and Zis. The Gaz AA was a two axle (four-wheel) small truck with the AAA a slightly longer three axle (six-wheel ) version. The Zis 5V was of simple wooden construction made cheaply for the army. Demand always outstripped supply, and so the US provided thousands of Studebaker 2.5 tonne trucks via lend-lease. These vehicles became much loved by the Red Army, along with many Willys jeeps and ¾ tonne trucks. Many Studebakers became artillery tows as well as transport for the motorised infantry battalions. The YaG 10 (six-wheeled) and YaG 12 (eight-wheeled) were both large trucks, manufactured in small numbers for the Red Army. Lacking trucks, horse power was the order of the day, especially in the Rifle divisions. Most guns were horse towed and supply vehicles were often horse drawn wagons. Where horses were not available manpower had to stand in, especially pulling lighter infantry and anti-tank guns. Where available, artillery tractors included the small open Komsoloyet tractor for light guns, the larger Konitern tractor and finally the massive Voroshilovets, specially designed to haul the huge 203mm howitzers. 92

94 RUSSIAN EQUIPMENT The following pages detail the game profiles for all the Russian armoured vehicles, soft-skinned vehicles and guns at the Battle of Kursk, and for the battles that followed later in For easy of reference during game play, they are repeated in the Appendix. ARMOURED VEHICLES LIGHT TANKS T-70 light tank T-60 12" 19" - M N O 20mm Turret - MG Co-axial - T-70 10" 15" - K N O 46mmL46 Turret 7 MG Co-axial - KV SERIES KV-1E 6" 10" Unreliable H K L 76.2mmL42 Turret 11 MG Co-axial - MG Bow - MG Turret (rear) - KV-1S 8" 12" - J K M 76.2mmL42 Turret 11 MG Co-axial - MG Bow - MG Turret (rear) - KV-2 4" 8" Unreliable H K L 152mmL24 Turret 3 MG Co-axial - MG Bow - MG Turret (rear) - 93

95 T-34 T-34/43 12" 16" T-34 Mobility K L M 76.2mmL42 Turret 10 MG Co-axial - MG Bow - SELF-PROPELLED GUNS SU-76M 9" 14" - N O O 76.2mmL54 Hull 6 Open-Topped SU " 16" - L M N 122mmL23 Hull 4 SU " 14" - J K L 152mmL29 Hull 3 BM " 14" - M O O 132mm rocket Hull 3 launcher SU-152 animal-killer ARMOURED CARS BA-10 8" 24" - N O O 37mmL45 Turret 10 MG Co-axial - MG Bow - BA-64 8" 24" - N O O LMG Turret - Open-Topped 94

96 LEND-LEASE VEHICLES Bren Carrier 16" 24" - O O O LMG Hull - Open-Topped M5 Halftrack 12" 16" O O O MG Pintle - Open-Topped M3A1 White 8" 24" - O O O MG Pintle - Scout Car Open-Topped LEND-LEASE TANKS M3 Grant 8" 13" - L M O 37mmL53 Turret 14 75mmL30 Hull 5 MG Turret - MG Co-axial - MG Bow - Matilda II 5" 8" - K K L 2 pdr Turret 9 MG Co-axial - Valentine III 5" 8" - K K L 2 pdr Turret 8 MG Co-axial - Churchill III/IV 5" 8" - I J J 6 pdr Turret 6 MG Co-axial - MG Bow - M3A1 Stuart 12v 18" - L M M 37mmL53 Turret 12 MG Co-axial - MG Bow - 95

97 RUSSIAN GUNS MORTARS 120mm mortar crew WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 50mm HE 3/ mm HE 4/ mm HE 6/ AUTOCANNONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 20mm HE AP mmL60 HE AP VERY LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 37mmL45 HE 2/ AP mmL46 HE 3/ AP mmL66 HE 3/ AP mmL73 (Zis 2) HE 3/ AP LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 76.2mmL16 HE 4/ mmL26 HE 4/ AP mmL30 HE 4/ AP mmL42 HE 4/ AP mmL54 (Zis 3) HE 4/ AP

98 MEDIUM GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 85mmL54 HE 4/ AP mmL23 HE 6/ AP mmL46 HE 6/ AP mmL24 HE 7/ mmL29 HE 7/ AP mm Rocket HE 6/ HEAVY GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 203mmL49 HE 8/ INFANTRY ANTI-TANK WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" PTRD anti-tank rifle AP AIRCRAFT WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 82mm Rocket HE 3/ PTAB Bomb HE 6/ LEND-LEASE WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 37mmL53 HE 2/ (v.light) AP mmL30 HE 4/ (light) AP pdr (v.light) AP pdr HE 3/ (v. light) AP

99 SOFT-SKINNED VEHICLES Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 Motorcycle and sidecar 6" 24" 1 2 Gaz 67B Jeep 6" 24" 2 3 Staff car 6" 24" 2 3 Willy s Jeep 6" 24" 2 3 Civilian medium truck 6" 24" 2 10 Gaz AA Truck 6" 24" 2 10 Zis-5V Truck 6" 24" 3 10 Gaz AAA Truck 6" 24" 3 12 Zis-42M Truck 12" 16" tonne truck 6" 24" 3 15 Yag-10/12 heavy truck 6" 24" 4 20 Gaz 55 ambulance 6" 24" 2 - medic Komsomolet tractor 12" 16" 1 1 light gun Komintern tractor 12" 16" 3 1 medium gun Voroshilovets tractor 12" 16" 5 1 heavy gun Horse drawn wagon 4" 6" Horse and limber 4" 6" 2 1 gun Lend-lease Willys Jeep The failure of the lend-lease scheme to provide combat-worthy tanks saw the Russians request that its allies provide more trucks instead. Jeeps and Studebaker trucks became commonplace, and eventaully provided the Red Army with the majority of its motorised transport and light gun tows. In 1943, horse-power was still relied upon, especially in the Rifle divisions. AIRCRAFT IL-2 Sturmovik Aircraft Role Hits Weaponry IL-2 Fighter Bomber 4 4 MGs 8 82mm rockets, or 4 small bombs, or 2 PTAB bombs, or 2 37mm cannons PE-2 Dive Bomber 4 2 MGs 4 medium bomb, or 8 small bombs Yak 1 or 9 Fighter 3 20mm cannon 2 small bombs P-39 Aircobra Fighter 3 37mm cannons 2 MGs 2 small bombs PO-2 Scout Plane 2 1 MG IL-4 Bomber 6 5 large bombs 98

100 EASTERN FRONT 1943 TANK CORPS BATTLEGROUP (also Mechanised Corps) FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support Forward Headquarters pts 3-r BR Unit Composition: 3 men Transport: Gaz Jeep Special Rules: Senior Officer, Mortar Spotter, Unique Options: Replace Gaz Jeep with: White Scout Car pts Replace 3 men and Gaz with Jeep with: T-34/ pts Radio Communications Truck VVS Air Control Officer pts Unit Composition: 2 men Transport : Gaz Jeep Special Rules: Officer, Air Spotter 3+, Unique 1-r BR Forward Signals Unit pts 1-i BR Unit Composition: 3 men Transport: Radio Medium Truck or Radio Van Special Rules: Communications Options: Upgrade Gaz Jeep to: Medium Truck pt Motorcycle Dispatch Rider.. 12 pts Unit Composition: 1 man Transport: Motorcycle Special Rule: Dispatches 0-i BR Game Size Infantry Restrictions In a Squad-level game you must include at least 1 Infantry Squad. You cannot include more than 2 Infantry Platoons. Comms Relay Team pts Unit Composition: 2 men Transport: None Special Rule: Communications Wire Team pts Unit Composition: 2 men Transport: None Special Rule: Wire Communications 0-i BR 0-i BR In Platoon-level game you must take at least 1 Infantry Platoon. You cannot include more than 4 Infantry Platoons. In Company-level games you must take at least 2 Infantry Platoon. You cannot include more than 6 Infantry Platoons. In Battalion-level games you must take at least 3 Infantry Platoon. You cannot include more than 9 Infantry Platoons. NKVD Officer pts D6-r BR (Restricted) Unit Composition: 3 men Transport: Gaz Jeep Special Rules: Senior Officer, Fight Damn You!, Mortar Spotter, Unique 99

101 INFANTRY UNITS Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units. Motorised Rifle Platoon pts 5-i BR For each Platoon you may choose 4 Support units Maxim Machine Gun team pts 1-i BR Platoon Composition: 1 Rifle Platoon Command Unit Composition: 3 men with a Maxim MG Squad, 4 Rifle Squads and up to 4 Platoon Support Include a 3 man loader team pts Options. Rifle Platoon Command Squad Unit Composition: 3 men Transport: mount in a Jeep pts Special Rules: Officer, Mortar Spotter Options: Squad may take anti-tank grenades pts 4 Rifle Squads Unit Composition: 8 men with 1 DP LMG Transport: mount in a medium truck pts Options: Squad may take anti-tank grenades pts Platoon Support Options Become an SMG Platoon by replacing all the Rifle Platoon s small arms with SMGs for free. The Platoon may include up to four of the following additional units. No unit may be taken more than once. Light Mortar team pts 1-i BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Anti-Tank Rifle team pts 1-i BR Unit Composition: 2 men with AT rifle Anti-Tank Gun pts 1-i BR Unit Composition: 45mmL46 gun with 3 crew Upgrade anti-tank gun to 45mmL pts Include a 3 man loader team pts Komsomolyets tractor tow pts Medium Truck tow pts Infantry Gun pts 1-i BR Unit Composition: 76.2mm infantry gun with 3 crew Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Gaz AAA Truck Anti-Aircraft DshK Machine Gun team pts 1-i BR Unit Composition: 3 men with a DshK MG Motorised Rifle Squad pts 1-i BR Tank Rider Squad pts Squad Composition: 1 Tank Rider squad 1-i BR Squad Composition: 1 Rifle Squad Rifle Squad Unit Composition: 8 men with 1 DP LMG Transport : mount in a medium truck pts Options: Squad may take anti-tank grenades pts Squad may replace all small arms with SMGs for free Tank Rider Squad Unit Composition: 8 men, all with SMGs Transport : The Squad must start the game as tank riders on any available tank or assault gun. Options: Squad may take anti-tank grenades pts 100

102 TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units. T-34 Company pts 30-r BR Unit Composition: 10 T-34/43s 1 T-34/43 (Officer) 9 T-34/43s Special Rules: Stal! Stal! Stal!, T-34 mobility A T-34 Company allows 6 Support choices T-34 Platoon pts 9-r BR Unit Composition: 3 T-34/43s 3 T-34/43s SU-76 Battery pts 6-r BR (Restricted) Unit Composition: 3 SU-76s 3 SU-76s A SU-76 Battery allows 2 Support choices T-34 Unit Composition: 1 T34/43 T-34/ pts 3-r BR Special Rules: Stal! Stal! Stal!, T-34 mobility Special Rules: Stal! Stal! Stal!, T-34 mobility A T-34 Platoon allows 2 Support choices Light Tank Platoon pts Unit Composition: 3 T-60s 3 T-60s 6-r BR Light Tank Unit Composition: 1 Light Tank T pts 2-r BR T pts 2-r BR Special Rules: Stal! Stal! Stal! Options: Upgrade all T-60s in the platoon to: T-70s pts Special Rules: Stal! Stal! Stal! A Light Tank Platoon allows 2 Support choices SU-76 Unit Composition: 1 SU-76 SU pts 2-r BR 101

103 ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support. Forward Observer Team pts 1-i BR Unit Composition: 2 men Transport : Gaz Jeep Special Rules: Artillery Spotter+, Unique Options: Upgrade Jeep to: Bren Carrier pts Guards Mortar Battery pts 2-i BR Unit Composition: 2 BM-13 Katyusha Options: Replace both BM-13 with: BM pts Mortar Battery pts 2-i BR Unit Composition: 2 82mm mortars and 3 crew each Options: Include a 3 man loader team pts per mortar Add 1 additional 82mm mortar pts +1-i BR Heavy Mortar Battery pts 2-i BR Unit Composition: 2 120mm mortars and 3 crew each Options: Include a 3 man loader team pts per mortar Add 1 additional 120mm mortar. +29 pts +1-i BR Off-Table Artillery Fire Unit Composition: 1 Battery 2 BM-13 Katyusha pts 0 BR Off-Table Mortar Fire Unit Composition: 1 Battery 2 82mm mortars pts 0 BR 2 120mm mortars pts 0 BR 102

104 DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battlegroup is the Defender in an Attack-Defence scenario. Improvised Barricades pts 0 BR 6 of improvised barricades made of earth filled boxes, rubble, furniture, destroyed vehicles etc. Counts as hard cover for infantry behind it. Machine Gun Dug-out pts 1-i BR 3 men and a Maxim MG in reinforced cover. The cover is lost if the MG team move. Mortar Pit pts 1-i BR 3 men and a 82mm mortar in reinforced cover. The cover is lost if the mortar team moves. Foxholes pts 0 BR Deploy up to 10 infantry in foxholes; they count as in reinforced cover until they move. Sniper Hideout pts 0-v BR A single sniper in reinforced cover. It can be placed anywhere outside of the opponent s deployment zone. The cover is lost if the sniper moves. Anti-Tank Rifle Team Hideout.. 20 pts 1-i BR A small 2 man team armed with an anti-tank rifle, well hidden, in a camouflaged foxhole. These teams had orders to allow the enemy to pass by then attack from the rear. The team can be deployed anywhere outside the attacker s deployment zone. They are in reinforced cover. If the team moves the cover is lost. Dug-in T pts 3-r BR A single T-34 dug-in up to its turret. The tank cannot move at all in the game, but always counts as an obscured target and gains +1 level to its armour values from all directions. When dug-in, a T34 cannot use the Stal! Stal! Stal! special rule. Dug-in T-34 Platoon pts 9-r BR Three T-34s dug-in up to their turrets. The tanks cannot move at all in the game, but always counts as an obscured target and gain +1 level to their armour values from all directions. When dug-in, a T34 cannot use the Stal! Stal! Stal! special rule. Improvised Road Block pts 0BR Something large and heavy across a road. Place on any road or track, anywhere on the table. It counts as an obstacle. Anti-Tank Ditch/Embankment pts 0 BR (Restricted) 10 of ditch or embankment, impassable to vehicles without a Bridge. Counter Bombardment pts 0 BR (Unique) The counter bombardment is a tactic designed to hit the enemy just as they are themselves preparing to attack, causing confusion, delays and disorganisation as well as catching enemy units in their assembly areas after they had emerged from their own cover. Use the Counter Bombardment after both sides have deployed, but before the first turn has been started. Roll a D6. 1 No Effect The bombardment is off target and has no effect. 2-5 Hit Delays and disorganisation mean that your opponent must take 1 Battle Counter at the beginning of his first turn. 6 Direct Hit Delays and disorganisation mean that your opponent must take 2 Battle Counters at the beginning of his first turn. Also, roll a D6 for each enemy unit already deployed. On a 6 the unit is marked as Pinned. If the enemy has no units on the table then this part of the Counter Bombardment has no further effect. For the Motherland! pts 0 BR (Unique) The Russians are fighting the Great Patriotic War to expel fascist invaders from their homeland, and at Kursk resisted the German attack with great resilience and courage. At the start of a game a Russian battlegroup rolls a D6 and adds this score to its total morale value for the battle. 103

105 RECONNAISSANCE SUPPORT UNITS Sniper pts Unit Composition: 1 man Special Rules: Sniper Scout 1-v BR Infantry Foot Patrol pts Squad Composition: 1 Rifle Squad Special Rules: Scout, Mortar Spotter 2-i BR Options: Add a spotter pts Spotter: A sniper with a spotter increases its maximum range from 30 to 40. Hitting on a 6. Rifle Squad Unit Composition: 8 men with 1 DP LMG Options: Squad may take anti-tank grenades pts Mechanised Infantry Patrol pts 3-i BR Unit Composition: 6 men with 1 DP LMG Transport: White Scout Car Special Rules: Scout, Mortar Spotter Options: Squad may take anti-tank grenades pts Replace White Scout Car with M5 halftrack. +4 pts Motorcycle Reconnaissance Patrol pts 1-i BR Unit Composition: 3 men Transport: Motorcyle and sidecar Special Rules: Scout, Mortar Spotter Jeep Reconnaissance Team pts 2-i BR Unit Composition: 3 men Transport: Jeep Special Rules: Scout, Mortar Spotter Light Tank Unit Composition: 1 Light Tank Special Rules: Scout T pts 2-i BR T pts 2-i BR Valentine III pts 2-i BR BA-64 armoured car Armoured Car Unit Composition: 1 Armoured Car Special Rules: Scout, Mortar Spotter BA pts BA pts M3A1 White Scout Car pts 1-i BR (Restricted) 1-i BR (Restricted) 1-i BR (Restricted) Aerial Reconnaissance Unit Composition: 1 Aircraft Special Rules: Scout2, Mortar Spotter, Unique PO pts 2-r BR PO-2 104

106 ENGINEER SUPPORT UNITS Repair Vehicle Unit Composition: 1 Medium Repair Truck Special Rules: Vehicle Repair Repair Truck pts 2-i BR (Restricted) Heavy Bridging Unit pts 4-i BR (Restricted) Unit Composition: 12 men Transport: 2 Heavy Trucks with a Bridge Special Rules: Bridging, Unique Sapper Squad pts 2-r BR Squad Composition: 1 Sapper Squad Special Rules: Engineers Sapper Squad Unit Composition: 8 men with anti-tank grenades Transport : mount in a medium truck pts Options: May take a flamethrower pts May take a mine sweeper pts May take a demoliton charge pts Options: Per extra 6 men and heavy truck pts each Light Bridging Unit pts Unit Composition: 6 men Transport: Heavy Truck with a Bridge Special Rules: Bridging Anti-Tank Mine Dog pts Squad Composition: 1 man and his dog Special Rules: Mine Dog 2-i BR 0-i BR LOGISTICS SUPPORT UNITS Supply Column pts Unit Composition: 1 Horse Drawn Wagon Special Rules: Resupply, Unique 1-i BR Combat Medic pts Unit Composition: 1 man Special Rules: Medic 0-i BR Options: Add up to 2 horse drawn wagons pts each Replace any horse drawn wagon with a medium truck pts each Stretcher Party pts Unit Composition: 2 men Special Rules: Medic 1-i BR Forward Aid Post pts 5-i BR (Restricted) Unit Composition: 4 men with a tent Special Rules: Unique Ambulance pts 2-i BR (Restricted) Unit Composition: 1 Jeep Ambulance Special Rules: Medic Options: Upgrade Jeep Ambulance to: Ambulance medium truck pts M5 halftrack ambulance pts 105

107 SPECIALIST SUPPORT UNITS Lend-Lease Tank Unit Composition: 1 Lend-lease tank Special Rules: Stal! Stal! Stal! Churchill III or IV pts M3 Grant pts Matilda II pts Valentine III pts M5 Stuart pts Heavy Assault Gun Unit Composition: 1 heavy assault gun SU pts SU pts 3-r BR 3-r BR 3-r BR 2-r BR 2-r BR 3-r BR 3-r BR Heavy Anti-Tank Gun Unit Composition: 1 anti-tank gun with crew 76.2mmL54 Zis 3 AT gun with 3 crew...43 pts 2-i BR Include a 3 man loader team pts Medium Truck tow pts Komsomolyets tractor tow pts 57mmL73 Zis 2 AT gun with 3 crew pts 2-i BR Include a 3 man loader team pts Medium Truck tow pts Komsomolyets tractor tow pts Anti-Aircraft Vehicle Unit Composition: 1 vehicle Gaz truck with quad Maxim MGs pts 1-i BR (Restricted) Towed Anti-Aircraft Gun Unit Composition: 1 anti-aircraft gun with crew 37mm AA gun with 3 crew pts 1-i BR Include a 3 man loader team pts Medium Truck tow pts 106

108 ADDITIONAL FIRE SUPPORT Off-Table Artillery Support Request 3rd Target Priority (5+) pts 2nd Target Priority (4+) pts 1st Target Priority (2+) pts 0 BR 0 BR 0 BR Pre-Registered Target Point pts 0 BR Counter-Battery Fire Mission.. 10 pts 0 BR The counter-battery fire mission is effective on a 4+. Russian Army Fire Mission Requests Regimental Battery (not available, any regimental guns are always taken as Artillery units) Corps Battery (3+ comms test) mm mortars mm mortars Army Battery (4+ comms test) mm cannons Katyusha rocket launchers mm cannons mm howitzers Front Battery (5+ comms test) mm howitzers mm howitzers mm howitzers Russian Close Air Support Table 1943 D6 Aircraft 1 Fighter (choose from Yak 1 or 9 or P-39) 1-2 No bombs small bombs 2-3 IL-2 Sturmovik PTAB bombs 3 4 small bombs mm rockets 4 IL-2 Sturmovik mm cannons 5 PE-2 Dive Bomber large bombs small bombs 6 Choose Select any of the above aircraft Timed 122mm Barrage pts 0 BR Fired by a battery of six 122mm howitzers. Before the game, write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed 152mm Barrage pts 0 BR Fired by a battery of six 152mm howitzers. Before the game, write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed Katyusha Barrage pts 0 BR Fired by a battery of two Katyusha rocket launchers. Before the game, write down which turn the battery will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed IL-2 Air Strike pts 0 BR An air strike by a Sturmovik carrying 4 small bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed PE-2 Air Strike pts 0 BR An air strike by a PE-2 carrying 8 small bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed IL-4 Air Strike.. 25 pts 0 BR (Restricted) An air strike by a IL-4 bomber carrying 5 large bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. You may always choose an aircraft from lower down the table over a higher roll. You must still roll for armament. 107

109 18th TANK CORPS Formed in the Volga military district in March 1942, by the summer of 1943 the 18th Tank Corps was part of 5th Guards Tank Army, itself part of the Steppe Front reserve, located around Stary Oskol. On 7th July, 5th Guards Tank Army received orders to move to the Oboyan area to reinforce the strained defences of Voronezh Front. Covering the distance in a rapid three day march, the tanks and motorized infantry were in place by the 10th. They then moved forwards into the Prokhorovka area on 11th July as part of General Rotmistrov s plans for 5th Guards Tank Army s counterattack against the penetration and threatened breakthrough of II SS Panzer Corps. 18th Tank Corps rapidly moved south and concentrated its units around the village of Petrovka, to the north-west of Prokhorovka. They were selected (along with 29th Tank Corps and 2nd Tank Corps), to form the first wave of 5th Guards Tank Army s massed tank attack on the morning of the 12th. After the completion of a 15 minute preliminary bombardment by Katyusha rockets, mortars and artillery, the leading tank companies moved into the assault at On the attack order, Stal! Stal! Stal! they advanced with infantry riding upon the tanks, through the front lines of 23rd Guards Airborne Regiment, attacking into the area between Petrovka and the Prokhorovka-Belgorod railway line. The 170th and 180th Tank Brigades took the lead. Soon the two tank brigades encountered the vanguard tanks and anti-tank gun screen of 1st SS Panzer Grenadier Division Liebstandarte Adolf Hitler. TANK CORPS EXAMPLE OF A TANK CORPS ORGANISATION 1943 Under orders to close to point blank range to engage the Tiger tanks (of which there were actually only four present), the T-34s and T-70s emerged from dead ground to be spotted by their enemy at over 3,000 yards range. Engaged at very long range, losses start to mount in a pell-mell rush across the ripe wheat and maize fields of the Oktiabrskii State Farm. At under 1,000 yards the high velocity guns, superior gun sights and the training of the enemy gunners was decisive. Barely a shot missed, each hit tearing through the armour of a T-70 or T-34. By the afternoon, the following 181st Tank Brigade had penetrated the flanking screen of 1st SS Reconnaissance Battalion and were fighting for the Komosolets State Farm. 36th Guards Heavy Tank Battalion had also advanced in the second wave with their Churchill IVs and were fighting close to the bend in the Psel river against 3rd SS Panzer Grenadier Division s right flank protection. The day s repeated charges sustained heavy losses, but forced the 1st SS Panzer Grenadier Division onto the defensive, thwarting its own attempt to capture Prokhorovka and thus achieving its mission. Withdrawing and regrouping, by midafternoon, 18th Tank Corps had lost approximately 101 of its 190 tanks. Greatly weakened, it would return to battle again on the 13th, this time fighting defensively to prevent the SS division s continued advance. Re-equipped, the 18th Tank Corps would go on to take part in Operation Rumyantsev and claim the liberation of the city of Kharkov in August Under Major General Bakharov Corps HQ Company 419th Signals Battalion 115th Signals Battalion Medical Platoon Mobile Bakery Military Police Office Mobile Repair Base 110th Tank Brigade 181st Tank Brigade 170th Tank Brigade 36th Guards Separate Heavy Tank Regiment 32nd Motorised Rifle Brigade 1000th Anti-Tank Artillery Regiment 736th Separate Anti-Tank Artillery Regiment 292nd Mortar Regiment 1694th Anti-Aircraft Artillery Regiment 29th Separate Armoured Car (Reconnaissance) Company The Corps Headquarters included 5 T-34s. Each Tank Brigade officially consisted of three battalions, two equipped with 32 T-34s and one with 21 T-70s. On July 11th, 110th Tank Brigade actually listed 25 T-34s and 21 T-70s. 170th Tank Brigade listed 22 T-34s and 17 T-70s. 181st Tank Brigade listed 24 T-34s and 20 T-70s. The Guards Separate Tank Regiment fielded 21 Churchill Mk IVs. This was attached to the Corps to replace the missing self-propelled artillery regiment. 17 Churchills were lost on July 12th. The Motorised Rifle Brigade consisted of three Motorised Rifle Battalions. Although nominally truck-borne, most rode to battle on the engine decks of the T-34s. The anti-tank artillery regiment was equipped with eight towed 45mm and 12 towed 76.2mm guns. The 292nd Mortar Regiment was equipped with mm mortars (not Katyusha). The anti-aircraft artillery regiment was issued with mm heavy machine guns and 16 towed 37mm anti-aircraft guns. It was not sufficient to provide adequate air cover for the entire Corps during the attack. The armoured car company was equipped with 24 BA-10s and 20 M3A1 Scout cars for reconnaissance only. Motorcycle troops were also equipped with armoured cars. The medical platoon had a mere eight truck ambulances for the entire Corps th Separate Motorcycle Battalion

110 EASTERN FRONT 1943 RIFLE DIVISION BATTLEGROUP FORWARD HEADQUARTERS UNITS Each unit taken from Forward Headquarters allows a support choice from either: Logistics or Additional Fire Support Forward Headquarters pts 3-r BR Unit Composition: 3 men Transport: Gaz Jeep Special Rules: Senior Officer, Mortar Spotter, Unique Options: Replace Gaz Jeep with: White Scout car pts VVS Air Control Officer pts 1-r BR Unit Composition: 2 men Transport : Gaz Jeep Special Rules: Officer, Air Spotter 3+, Unique Options: Upgrade Gaz Jeep to: Medium Truck pt Radio Truck Forward Signals Unit pts 1-i BR Unit Composition: 3 men Transport: Radio Medium Truck or Radio Van Special Rules: Communications Motorcycle Dispatch Rider pts 0-i BR Unit Composition: 1 man Transport: Motorcycle Special Rule: Dispatches Comms Relay Team pts Unit Composition: 2 men Transport: None Special Rule: Communications 0-i BR Wire Team pts Unit Composition: 2 men Transport: None Special Rule: Wire Communications 0-i BR Forward Headquarters group NKVD Officer pts D6-r BR (Restricted) Unit Composition: 3 men Transport: Gaz Jeep Special Rules: Senior Officer, Fight Damn You!, Mortar Spotter, Unique 109

111 INFANTRY UNITS Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units. Rifle Platoon pts For each Platoon you may choose 4 Support units 5-i BR Platoon Composition: 1 Rifle Platoon Command Squad, 4 Rifle Squads and up to 4 Platoon Support Options. Light Mortar team pts 1-i BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Rifle Platoon Command Squad Unit Composition: 3 men Special Rules: Officer, Mortar Spotter, Ura! Ura! Options: Anti-Tank Rifle team pts Unit Composition: 2 men with AT rifle 1-i BR Squad may take anti-tank grenades pts 4 Rifle Squads Unit Composition: 8 men with 1 DP LMG Special Rules: Ura! Ura! Options: Squad may take anti-tank grenades pts Anti-Tank Gun pts 1-i BR Unit Composition: 45mmL46 gun with 3 crew Upgrade anti-tank gun to 45mmL pts Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Platoon Support Options The Platoon may include up to four of the following additional units. No unit may be taken more than once. Infantry Gun pts 1-i BR Unit Composition: 76.2mm infantry gun with 3 crew Include a 3 man loader team pts Horse and limber tow pts Maxim Machine Gun team pts 1-i BR Unit Composition: 3 men with a Maxim MG Include a 3 man loader team pts Rifle Squad pts Squad Composition: 1 Rifle Squad 1-i BR Rifle Squad Game Size Infantry Restrictions In a Squad-level game you must include at least 1 Infantry Squad. You cannot include more than 2 Infantry Platoons. Rifle Squad Unit Composition: 8 men with 1 DP LMG Special Rules: Ura! Ura! Options: Squad may take anti-tank grenades pts In Platoon-level game you must take at least 1 Infantry Platoon. You cannot include more than 4 Infantry Platoons. In Company-level games you must take at least 2 Infantry Platoons. You cannot include more than 6 Infantry Platoons. In Battalion-level games you must take at least 3 Infantry Platoons. You cannot include more than 9 Infantry Platoons. 110

112 Rifle Company pts For each Company you may choose 12 Support units 16-i BR Company Composition: 1 Rifle Company Command Squad, 3 Rifle Platoons and up to 4 Platoon Support Options per platoon. Light Mortar team pts 1-i BR Unit Composition: 2 men with 50mm mortar Include a 3 man loader team pts Rifle Company Command Squad Unit Composition: 4 men Special Rules: Officer, Mortar Spotter, Ura! Ura! Anti-Tank Rifle team pts Unit Composition: 2 men with AT rifle 1-i BR 3 Rifle Platoons Unit Composition: 1 Rifle Platoon Command Squad and 4 Rifle Squads (see opposite for details) Special Rules: Ura! Ura! Platoon Support Options Each Platoon may include up to four of the following additional units. No unit may be taken more than once per platoon. Maxim Machine Gun team pts 1-i BR Unit Composition: 3 men with a Maxim MG Include a 3 man loader team pts Anti-Tank Gun pts 1-i BR Unit Composition: 45mmL46 gun with 3 crew Upgrade anti-tank gun to 45mmL pts Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Infantry Gun pts 1-i BR Unit Composition: 76.2mm infantry gun with 3 crew Include a 3 man loader team pts Horse and limber tow pts 111

113 TANK UNITS Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units. T-34 Platoon pts 9-r BR Unit Composition: 3 T-34/43s 3 T-34/43s Special Rules: Stal! Stal! Stal! T-34 mobility A T-34 Platoon allows 2 Support choices Lend-Lease Light Tank Platoon. 84 pts 6-r BR Unit Composition: 3 Valentine IIIs 3 Valentine IIIs Special Rules: Stal! Stal! Stal! Options: Upgrade all Valentine IIIs in the platoon to: M3 Stuarts pts T-34 Unit Composition: 1 T34/43 T-34/ pts Special Rules: Stal! Stal! Stal! T-34 mobility 3-r BR A Lend-Lease Tank Platoon allows 2 Support choices Lend-Lease Medium Tank Platoon pts 9-r BR Unit Composition: 3 Matilda IIs 3 Matilda IIs Special Rules: Stal! Stal! Stal! Options: Upgrade all Matilda IIs in the platoon to: M3 Grants pts Churchill III or IVs pts A Lend-Lease Tank Platoon allows 2 Support choices KV-1E Lend-Lease Tank Unit Composition: 1 lend-lease tank Churchill III or IV pts 3-r BR KV-1 Platoon pts Unit Composition: 3 KV-1Ss 3 KV-1Ss 9-r BR M3 Grant pts Matilda II pts Valentine III pts M3 Stuart pts 3-r BR 3-r BR 2-r BR 2-r BR Options: Upgrade all KV-1S in the platoon to: KV-1E pts Special Rules: Stal! Stal! Stal! Special Rules: Unreliable (KV-1E only) A KV-1 Platoon allows 2 Support choices KV-1 Tank Unit Composition: 1 KV-1 tank KV-1S pts KV-1E pts 3-r BR 3-r BR Special Rules: Unreliable (KV-1E only) 112

114 ARTILLERY UNITS Each unit taken from Artillery allows a support choice from: Additional Fire Support. Forward Observer Team pts 1-i BR Unit Composition: 2 men Transport : Gaz Jeep Special Rules: Artillery Spotter+, Unique Options: Upgrade Jeep to: Bren Carrier pts Guards Mortar Battery pts 2-i BR Unit Composition: 2 BM-13 Katyusha Options: Replace both BM-13 with: BM pts Mortar Battery pts 2-i BR Unit Composition: 2 82mm mortars and 3 crew each Options: Include a 3 man loader team pts per mortar Add 1 additional 82mm mortar pts +1-i BR Heavy Mortar Battery pts 2-i BR Unit Composition: 2 120mm mortars and 3 crew each Options: Include a 3 man loader team pts per mortar Add 1 additional 120mm mortar. +29 pts +1-i BR Off-Table Mortar Fire Unit Composition: 1 Battery 3 82mm mortars pts 0 BR 3 120mm mortars pts 0 BR Zis3 field gun Field Artillery Battery pts 4-i BR Unit Composition: mm Zis3 guns and 3 crew Options: Include a 3 man loader team pts per gun Horse and limber tow pts per gun Off-Table Artillery Fire Unit Composition: 1 Battery 2 BM-13 Katyusha pts 0 BR mm Zis pts 0 BR 2 122mm howitzers pts 0 BR 2 152mm howitzers pts 0 BR Heavy Artillery Battery pts 4-i BR Unit Composition: 2 122mmL23 howitzers and 4 crew each Options: Upgrade both 122mmL23 howitzers to 152mmL24 howitzers pts Include a 3 man loader team pts per gun Horse and limber tow pts per gun Upgrade both 122mmL23 howitzers to 122mmL46 cannons pts Include a 3 man loader team pts per gun Horse and limber tow pts per gun 122mm howitzer 113

115 DEFENCES Each unit taken from Defences allows no support choices. May only be taken if your battlegroup is the Defender in an Attack-Defence scenario. Improvised Barricades pts 0 BR 10" of improvised barricades made of earth filled boxes, rubble, furniture, destroyed vehicles etc. Counts as hard cover for infantry behind it. Machine Gun Dug-out pts 1-i BR 3 men and a Maxim MG in reinforced cover. The cover is lost if the MG team move. Machine Gun Pillbox. 54 pts 1BR (Restricted) 3 men and a Maxim MG in hardened cover. The cover is lost if the MG team move. Mortar Pit pts 1-i BR 3 men and an 82mm mortar in reinforced cover. The cover is lost if the mortar team moves. Fortified Building pts 0 BR A single, chosen building, anywhere on the table, counts as reinforced cover rather than hard cover. Foxholes pts 0 BR Deploy up to 10 infantry in foxholes; they count as in reinforced cover until they move. Trenches pts 0 BR Up to 10"of trenches which count as reinforced cover for infantry in them. Sniper Hideout pts 0-v BR A single sniper in reinforced cover. It can be placed anywhere outside of the opponent s deployment zone. The cover is lost if the sniper moves. Anti-Tank Rifle Team Hideout.. 20 pts 1-i BR A small 2 man team armed with an anti-tank rifle, well hidden, in a camouflaged foxhole. These teams had orders to allow the enemy to pass by then attack from the rear. The team can be deployed anywhere outside the attacker s deployment zone. They are in reinforced cover. If the team moves the cover is lost. Barbed Wire pts 0 BR Up to 10" of barbed wire. It is an obstacle for vehicles and infantry. AT Gun Dug-out pts + gun 0 BR + gun Reinforced cover for a single anti-tank gun and crew until the gun moves. Gun must be purchased from the army list. AT Gun Bunker pts+gun 0 BR+gun (Restricted) Hardened cover for a single anti-tank gun and crew until the gun moves. The gun must be purchased from the army list as normal. Artillery Observation Post pts 1-i BR Special Rules: Artillery Spotter+, Unique A Forward observer team has in reinforced cover. The cover is lost if the FAO team move. Command Bunker pts 3 BR (Restricted) Special Rules: Senior Officer, Mortar Spotter, Unique A command post in a wood and earth bunker. 4 men in hardened cover. The cover is lost if the command unit moves. Booby Trapped Building pts 0 BR Any building on the table has been wired with boobytraps. The first time an enemy unit enters the building roll a D6. On a 2+ it detonates and the unit takes a 3/3+ HE hit. On a 1 there is a fault and the booby trap fails to go off! Minefield pts 0 BR A single mixed anti-tank and anti-personnel minefield. Improvised Road Block pts 0 BR Something large and heavy across a road. Place on any road or track, anywhere on the table. It counts as an obstacle. Dug-in T pts 3-r BR A single T-34 dug-in up to its turret. The tank cannot move at all in the game, but always counts as an obscured target and gains +1 level to its armour values from all directions. When dug-in, a T34 cannot use the Stal! Stal! Stal! special rule. 114

116 Dug-in T-34 Platoon pts 9-r BR Three T-34s dug-in up to their turrets. The tanks cannot move at all in the game, but always count as an obscured target and gain +1 level to their armour values from all directions. When dug-in, a T34 cannot use the Stal! Stal! Stal! special rule. Dug-in KV pts 3-r BR A single KV-1E dug-in up to its turret. The tank cannot move at all in the game, but always counts as an obscured target and gains +1 level to its armour values from all directions. When dug-in a KV-1E does not suffer from the Unreliable special rule. Dug-in T-34 Counter Bombardment pts 0 BR (Unique) The counter bombardment is a tactic designed to hit the enemy just as they are themselves preparing to attack, causing confusion, delays and disorganisation as well as catching enemy units in their assembly areas after they had emerged from their own cover. Use the Counter Bombardment after both sides have deployed, but before the first turn has been started. Roll a D6. 1 No Effect The bombardment is off target and has no effect. 2-5 Hit Delays and disorganisation mean that your opponent must take 1 Battle Counter at the beginning of his first turn. 6 Direct Hit Delays and disorganisation mean that your opponent must take 2 Battle Counters at the beginning of his first turn. Anti-Tank Ditch/Embankment pts 0 BR (Restricted) 10" of ditch or embankment, impassable to vehicles without a bridge. For the Motherland! pts 0 BR (Unique) The Russians are fighting the Great Patriotic War to expel fascist invaders from their homeland, and at Kursk they resisted the German attack with great resilience and courage. At the start of a game, a Russian battlegroup rolls a D6 and adds this score to its total morale value for the battle. Also, roll a D6 for each enemy unit already deployed. On a 6 the unit is marked as Pinned. If the enemy has no units on the table then this part of the Counter Bombardment has no further effect. Off-table Zis 3 anti-tank shot pts 0 BR The positions are covered by anti-tank guns, wellcamouflaged behind the lines. You may take a single 76.2mmL53 Aimed Fire Armour-Piercing shot at an enemy vehicle within 30" of your table edge. The shot will hit on a dice roll of 6, with a penetration value of 4. This requires no orders. Command Bunker 115

117 RECONNAISSANCE SUPPORT UNITS Sniper pts 1-v BR Unit Composition: 1 man Special Rules: Sniper Scout Options: Add a spotter pts Spotter: A sniper with a spotter increases its maximum range from 30" to 40", hitting on a 6. Sniper Team Infantry Foot Patrol pts Squad Composition: 1 Rifle squad Special Rules: Scout, Mortar Spotter 2-i BR Armoured Car Unit Composition: 1 Armoured Car Special Rules: Scout, Mortar Spotter BA pts 1-i BR (Restricted) Rifle Squad Unit Composition: 8 men with 1 DP LMG Options: Squad may take anti-tank grenades pts Cavalry Squadron pts Squad Composition: 1 Cavalry Squadron Transport: Horses Special Rules: Scout, Mortar Spotter Cavalry Squadron Unit Composition: 8 men with 1 DP LMG 2-i BR Motorcycle Reconnaissance Patrol pts 1-i BR Unit Composition: 3 men Transport: Motorcyle and sidecar Special Rules: Scout, Mortar Spotter 116

118 ENGINEER SUPPORT UNITS Repair Vehicle Unit Composition: 1 Medium Repair Truck Special Rules: Vehicle Repair Repair Truck pts 2-i BR (Restricted) Heavy Bridging Unit pts 3-i BR (Restricted) Unit Composition: 12 men Transport: 2 Heavy Trucks with a bridge Special Rules: Bridging, Unique Sapper Squad pts 2-r BR Squad Composition: 1 Sapper Squad Special Rules: Engineers Sapper Squad Unit Composition: 8 men with anti-tank grenades Transport : mount in a medium truck pts Options: May take a flamethrower pts May take a mine sweeper pts May take a demoliton charge pts Options: Per extra 6 men and heavy truck pts each Light Bridging Unit pts Unit Composition: 6 men Transport: Heavy Truck with a bridge Special Rules: Bridging Anti-Tank Mine Dog pts Squad Composition: 1 man and his dog Special Rules: Mine Dog 2-i BR 0-i BR LOGISTICS SUPPORT UNITS Supply Column pts Unit Composition: 1 horse drawn wagon Special Rules: Resupply, Unique 1-i BR Combat Medic pts Unit Composition: 1 man Special Rules: Medic 0-i BR Options: Add up to 2 horse drawn wagons pts each Stretcher Party pts Unit Composition: 2 men Special Rules: Medic 1-i BR Ambulance pts 2-i BR (Restricted) Unit Composition: 1 Jeep Ambulance Special Rules: Medic Supply Wagon Options: Upgrade Jeep ambulance to: Ambulance Medium Trucks pts Forward Aid Post pts 5-i BR (Restricted) Unit Composition: 4 men with a tent Special Rules: Unique 117

119 SPECIALIST SUPPORT UNITS Heavy Infantry Support Tank Unit Composition: 1 Heavy Tank Special Rules: Unreliable, Unique KV pts 3-r BR 45mm Anti-Tank Gun Battery.. 48 pts 3-i BR Unit Composition: 3 45mmL46 anti-tank guns with 3 crew each Special Rules: Unique Heavy Anti-Tank Gun Unit Composition: 1 anti-tank gun with crew 76.2mmL54 Zis 3 AT gun with 3 crew.. 33 pts 2-i BR Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Komsomolyets tractor tow pts Options: Upgrade all 45mmL46 guns to 45mmL pts Include a 3 man loader team pts per gun Horse and limber tow pts per gun Medium Truck tow pts per gun Towed Anti-Aircraft Gun Unit Composition: 1 anti-aircraft gun with crew 85mmL53 AA gun with 4 crew pts 3-i BR Include a 3 man loader team pts Horse and limber tow pts Medium Truck tow pts Komsomolyets tractor tow pts DshK HMG with 3 crew pts 1-i BR Include a 3 man loader team pts 37mm AA gun with 3 crew pts 1-i BR Include a 3 man loader team pts Medium Truck tow pts 118

120 ADDITIONAL FIRE SUPPORT Off-Table Artillery Support Request 3rd Target Priority (5+) pts 2nd Target Priority (4+) pts 1st Target Priority (2+) pts 0 BR 0 BR 0 BR Pre-Registered Target Point pts 0 BR Counter-Battery Fire Mission.. 10 pts 0 BR The counter-battery fire mission is effective on a 4+. Russian Army Fire Mission Requests Regimental Battery (not available, any regimental guns are always taken as Artillery units) Corps Battery (3+ comms test) mm mortars mm mortars Army Battery (4+ comms test) mm cannons Katyusha rocket launchers mm cannons mm howitzers Front Battery (5+ comms test) mm howitzers mm howitzers mm howitzers Timed 122mm Barrage pts 0 BR Fired by a battery of six 122mm howitzers. Before the game, write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed 152mm Barrage pts 0 BR Fired by a battery of six 152mm howitzers. Before the game, write down which turn the guns will fire on. The points cost includes a pre-registered target as the target point of the barrage. Timed Katyusha Barrage pts 0 BR Fired by a battery of two Katyusha rocket launchers. Before the game, write down which turn the battery will fire on. The points cost includes a pre-registered target as the target point of the barrage. Russian Close Air Support Table 1943 D6 Aircraft 1 Fighter (choose from Yak 1 or 9 or P-39) 1-2 No bombs small bombs 2-3 IL-2 Sturmovik PTAB Bombs 3 4 small bombs mm rockets 4 IL-2 Sturmovik mm cannons 5 PE-2 Dive Bomber large bombs small bombs 6 Choose Select any of the above aircraft Timed IL-2 Air Strike pts 0 BR An air strike by a Sturmovik carrying 4 small bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed PE-2 Air Strike pts 0 BR An air strike by a PE-2 carrying 8 small bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. Timed IL-4 Air Strike.. 25 pts 0 BR (Restricted) An air strike by a IL-4 bomber carrying 5 large bombs. Before the game, write down which turn the aircraft will arrive on. The points cost includes a pre-registered target as the target point of the air strike. You may always choose an aircraft from lower down the table over a higher roll. You must still roll for armament. 119

121 51st GUARDS RIFLE DIVISION The 76th Rifle Division was awarded its Guards title in November 1942, in recognition of its role during fighting to recapture the town of Kletskaya. It was then redesignated the 51st Guards Rifle Division. RIFLE DIVISION EXAMPLE OF A RIFLE DIVISION S ORGANISATION 1943 By the summer of 1943, it was deployed as part of Voronezh Front s 6th Guards Army. The 51st Guards Rifle Division was one of three divisions forming 23rd Guards Rifle Corps, deployed along the Voronezh Front, covering 30km of the front line north of Belgorod. In expectation of a German offensive, the Corps was deployed with two divisions (52nd Guards Rifle and 375th Rifle) in the first echelon, holding the first defence lines behind anti-tank and anti-personnel minefields, with the weaker 51st Guards Rifle Division deployed approximately 10km behind. It occupied the second line of defences and antitank strongpoints (again behind minefields) on higher ground between the villages of Syrtsevo and Nepkhaevo thus blocking the main Belgorod to Oboyan road. It also had the 28th Anti-Tank Brigade in direct support, as they were deployed protecting an area deemed to be good tank country for the enemy to exploit. The 23rd Guards Rifle Corps was also supported by 96th Tank Brigade s 61 T-34s. On July 5th, the Corps forwards defences came under heavy assault from II SS Panzer Corps, and the front line was breached at Bykovka, Berezov and Gremuchii by tanks and Panzer Grenadiers. In heavy fighting, the SS tanks pushed through the first line defences, splitting 52nd Guards Rifle Division in two, to reach 51st Guards Rifles forward positions that evening along a 6km front where, coming under sustained fire from 28th Anti-Tank Brigade, the Germans halted for the night. 3rd Battalion, 156th Rifle Regiment was attached to the 52nd Guards Rifle Division to help defend the village of Berezov, and had been reinforced with engineers armed with flamethrowers. It formed an all-round defence of the village, but when the German advance swept around Berezov, they were cut off, and only 41 men from this reinforced battalion eventually escaped to their own lines. On July 5th, the division was also engaged defending a strongpoint at Hill and the village of Vorskla, but at 1630, Army Headquarters received reports that both had fallen, and the village of Solonets was also being attacked, but had held. The attack was expected to be renewed next day and that night was spent in furious activity to reinforce the weaker second defence line. 5th Guards Tank Corps was assembled behind 51st Division s positions, with orders to counterattack through the infantry positions with some 200 tanks. This attack was soon cancelled, as the German offensive was deemed to be still too strong, battle attrition having as yet failed to weaken the enemy so that the counterattack might be expected to succeed. Instead, the tanks aided the defence, and gradually withdrew before the German advance. The 51st Division s right flank was supported by elements of the newly deploying 3rd Mechanised Corps, who had also expected to join the aborted counterattack. On July 6th, at 0600 the division was engaged by a reconnaissance-in-force from the two SS divisions it was facing, at Solonets, Iakovlevo and Luchki. On Hills and 246.3, the division endured massive barrages of Nebelwerfer screechers. Not until 1120 did the enemy actually strike, unleashing two Panzer Grenadier regiments and 100 tanks in an attack on Iakovlevo and Luchki, with at least 50 Luftwaffe fighter-bombers overhead. The remaining tanks of 230th and 245th Tank Regiments (96th Tank Brigade) held the attack for several hours, before extra enemy tank reinforcements sent to aid the assault on Luchki forced a breakthrough and captured the village. The defending 156th Rifle Regiment s survivors made a disorganised, pell-mell retreat to the northwest, but order was restored by evening as they re-grouped in the Sukho area. There was fierce streetfighting in Iakovlevo throughout the day, and it too had fallen by the evening. In all the 51st Guards Rifle Division had offered no more than two hours serious resistance against the two elite enemy Panzer Grenadier divisions, and had lost over half its manpower by 7th July despite only being heavily engaged on July 6th. Even the commitment of the division s training battalion had not helped. The division s retreat saw the second defence line breached. On July 7th, 23rd Guards Rifle Corps commander was relieved of his command and the 51st Guards Rifle Division s commander, Major General Tavartkiladze, was promoted to replace him. Now with only approximately 30% of its manpower remaining, the division s dwindling resources were continually pushed back to, and then across, the Psel river. Now engaged by the advancing Panzers of SS Totenkopf they were unable to prevent that division crossing the Psel. In subsequent fighting north of the Psel, on the 11th, 12th and 13th July, the 51st Guards Rifle Division was all but destroyed. 120

122 154th Guards Rifle Regiment (3 battalions) 156th Guards Rifle Regiment (2 battalions) 158th Guards Rifle Regiment (2 battalions) 122nd Guards Artillery Regiment (under Major Uglovsky) Reconnaissance Battalion Anti-Tank Battalion Engineer Battalion Signals Battalion Training Battalion Service Units In all the division could field 42 45mm anti-tank guns in its rifle regiments. Its anti-tank battalion was entirely equipped with 76.2mm guns. The seven (it should have been nine) infantry battalions were equipped with 45 50mm mortars, 74 82mm mortars and mm mortars. On 4th July, the division reported 8,405 men on its strength, instead of a TO&E of 10,595 men. This may be accounted for because two battalions were detached to 52nd Guards Rifle Division s command, to strengthen the first line defences, along with some of the division s anti-tank guns. The 122nd Guards Artillery Regiment was poorly equipped with only 76.2mm guns. It had no 122mm or 152mm howitzers on its strength. It also had no Katyusha support. The supporting 96th Tank Brigade started the Kursk battle with 61 T-34 tanks but was reduced to 20 vehicles by July 11th. They mostly fought dug-in as static pillboxes. Below: Red Army infantry disembark from a Matilda II whilst under mortar fire. This photograph was taken during an attack by South-West Front in (Novosti ) 121

123 BATTLES AT KURSK With the rules and models you are now ready to play a game but what will that game be? The details of deployment, terrain layout, reinforcements and such like are all covered by the scenario. This outlines the rules of how to put your forces on the tabletop, and any special rules like flanking forces or reinforcements. There are six basic scenarios, three meeting engagements (where both forces are on the march before they clash), and three Attack/Defence scenarios (where one side is already dug-in and awaiting an attack). Players should decide before they select their forces whether they will be playing a Meeting Engagement (the favoured default position, as this doesn t require too much in the way of specialist units or model defences), or an Attack/Defence scenario. They can then either choose which scenario to play (by mutual consent of course!), or roll a D6 as follows. MEETING ENGAGEMENTS D6 Scenario 1-3 Attack/Counter-Attack 4-5 Flanking Attack 6 Bridgehead Breakout ATTACK/DEFENCE D6 Scenario 1-3 Defence Line 4-5 High Ground 6 Strongpoint Assault Each scenario gives a situation report, outlining what is happening (or about to happen) on the tabletop. It gives details of how many objectives to use, and where they can be placed. It also details how each battlegroup will be deployed with how many units and where they can go. Follow the instructions in order, and you ll get an exciting game (well that is the theory anyway!). It is worth noting here that none of these scenarios require both sides to simply line up their entire battlegroup 24" or 36" apart and just start blasting away at each other. There is nothing wrong with this approach for beginners, but it is not much like a real battle during WWII. With more mobile forces, battles were far more fluid that this simplistic approach, which harks back to Napoleonic or medieval battles when armies often did formally line up before the battle began. A more staggered start also avoids handing a huge advantage to the player who has the first turn, as he gets first chance to open fire and tear his opponent s battlegroup apart before he can respond (not a very satisfying game for either player). Setting up terrain is left to the players discretion. A random terain generator is provided here, which is just one method of placing terrain. Other methods, including attempting to replicate a real location, or allowing one player to lay out the terrain without him know which table edge or corner will be his deployment zone (this avoids handing him a large advantage or skewing the terrain deployment in his favour surely not!). If you have a willing helper a good method is to allow an independent third party to layout the terrain. When using the terrain generator, don t be too rigid. It is better to create a realistic and interesting table than to stick with the dice rolls, which might in the end create terrain you don t want or that makes for a difficult battle. As ever, common sense is the best guide here. 122

124 THE TERRAIN OF KURSK The battlefield over which the Kursk offensive would roll is an area known as the Central Russian Uplands, with the Russian Army s salient holding the southern region of the uplands, centred on the city of Kursk itself. The uplands are broad plains with occasional rolling steppes. They are not actually hilly as the name would suggest, but more a series of low ridges, punctuated by small groves of trees, and steep ravines thick with vegetation. These ravines, called balkas (dry stream beds) fill quickly with water and drained equally quickly after the frequent summer thunderstorms, but at their base they are often permanently very marshy. These natural barriers, prone to flash flooding, would greatly impede German movement and assist the Soviet defences. This was accentuated because they were often not marked on maps. The region s actual rivers were generally fordable, with low banks. The exception to this general rule was the Northern Donets, just south of the city of Belgorod. This was a major obstacle for the Germans with a very steep western bank. There were also many narrow, slow-flowing streams feeding these rivers. Streams were generally fordable, running through narrow, wooded valleys. When Operation Citadel began, it was the height of summer, with long days and short nights. With dawn breaking just before 3am, and the sun not setting again until gone 10pm, this made for very long days of combat, and short recovery times in the hours of darkness. The weather was generally sunny and hot, but also very humid, with frequent thunderstorms later in the days. Roads were all unpaved dirt tracks, very dusty in the high summer, but quickly turning into a morass under the sudden falls of rain. Railway lines provided good movement routes, being well drained by their ballast, but were infrequent. A notable feature of the battlefield was the low hills or ridgelines topped by Kurgans, the old burial mounds of Scythian chieftains on man-made hillocks. Some of these were dug-out and converted into strongpoints. Positioned on high points, the Kurgans became the hilltop reference points on military maps, thus often becoming the focus of fighting to gain the high ground. This rolling landscape was dotted with large and small farming hamlets, flanked by rolling farm land. Extensively cultivated, especially with wheat, in July it had yet to be harvested and, abandoned by the locals, had grown man-high. The wheat, maize and sunflowers grew in massive fields, providing tanks with long lines of sight to the horizon, especially from the vantage points. Uncultivated ground was often very tall grass, again as high as a man, useful for hiding men and guns. Although most of the forests had long been cleared for agriculture there were still many stands of trees (birch and alder predominantly), varying in size, which provided both sides with a degree of protection and useful troop concentration points. So commonly did the Russians defend the woods that it quickly became German practice to target every wood in their path with dive bombers, whether it was known to be occupied by the enemy or not. The many farms and villages consisted of thatched wooden huts covered in clay, often with whitewashed exteriors. Each cottage would include its own vegetable patch. The few larger towns were agricultural collection points, gaining some brick buildings as collective barns and grain silos. There were occasional wooden windmills serving the collective farms. None of this terrain was to come as any surprise to the attacking Germans, who had already captured the region once in 1941 and had extensive maps and climatic information to aid their planning. COLLECTING KURSK TERRAIN The terrain over which a battle is fought has a large effect on the style and outcome of the fighting. Characterising a game as taking place at Kursk will, to a large degree, be dependent upon using the appropriate terrain. The advantage here is these are the wide open steppes of Russia, nowhere near as densely occupied as western Europe, which means far fewer terrain models are needed. With long lines of sight and wide fields of fire being a significant factor, too much terrain will interfere with this, so when it comes to a Kurskstyle game, less is more. A few thatched cottages, a stand of trees and a large cornfield should be ample to start with. You can build up a terrain collection by adding more cottages, a barn, maybe a windmill or grain silo. Crop fields are important, as are additional woods, a stream or marsh and perhaps even a railway line on an embankment. 123

125 USING AND POSITIONING TERRAIN Before playing a battle you will need to lay out the battlefield. There are various methods of doing this, but one common method is to use a random terrain generator. A terrain generator is included here to cover the broad type of terrain fought over at Kursk. This is not the only method of creating a battlefield. Players should feel free to use any method they find works for them. Using the Terrain Generators To use the terrain generators first divide your table into roughly 24" by 24" squares. Then roll a D3. This gives the number of pieces of terrain in the area. Next, roll two differently coloured D6s, and cross-reference the terrain table opposite. When generating terrain, it is less important that you follow the rules exactly than it is that you create an interesting battlefield. Terrain can spill over the edges of its designated 24"x24" area, by up to about half its size. Tracks and streams should lead from a table edge to another table edge or to some other suitable feature. For tracks, this is likely to be a building or a village. If a road crosses a stream then there will be a wooden bridge (or remains of a bridge) or a ford. In the end, try to use common sense when generating your terrain and make the miniature world work. KURSK TERRAIN GENERATOR The terrain at Kursk is the broad Russian steppe. It has large, gently rolling fields, which at the height of summer are dense with tall wheat and sunflowers. Unlike western Europe, most field did not have hedgerow boundaries, although they could have some. There are a few scattered woods and copses and far fewer roads and tracks than in Europe. The peasant cottages, barns, collective farms and villages were mostly made from wood. The few larger towns, such as Ponyri, had some larger brick buildings. There were a few smaller streams feeding the main rivers and in lowlying areas these were still marshy. A balka is a dried up stream bed, which might still fill with water after a rain storm, but its steep banks and vegetation provided good cover. TERRAIN TYPES Crop Field Up to 20" square of tall crops (wheat, maize or sunflowers). The field may be edged by up to 20 of hedge. A large crop field can be up to 40 square. Small Hill A low hill up to about 10"square. Large Hill A hill up to 20" square. Each table may only have one large hill. Re-roll any subsequent large hill results. Kurgan A round, man-made burial mound up to 5" across. It can be placed on top of other hills. 124

126 KURSK TERRAIN TABLE Small Hill Small Hill Small Hill Kurgan Kurgan Large Hill 2 Crop Field Crop Field Crop Field Crop Field Large Crop Field Large Crop Field 3 Copse Copse Copse Wood Wood Large Wood 4 Stream Stream Marshy Ground Marshy Ground Balka Lake/Pond 5 Small Building Farm Farm Village Village Large Building 6 Track Track Wreck Wreck Balka Railway Line Copse A small area of trees up to 10" square. Units may only fire up to 5" through woods. Wood An area of up trees to 20" square. Units may only fire up to 5" through woods. Large Wood An area of up trees up to 30" square. Units may only fire up to 5" through woods. Each table may only have one large wood. Re-roll any subsequent large wood results. Stream A fordable stream. It is difficult ground for vehicles. It should be edged by bushes and trees. Marsh An area up to 10" by 10" of boggy ground. Difficult ground for vehicles. It provides soft cover for infantry. Small Building A peasant cottage, perhaps with a small, fenced vegetable patch. Large Building A barn, grain silo, windmill, small church (Eastern Orthodox) or perhaps a railway halt. Farm Two or three small buildings such as cottage, stable, barn, pig-sty, chicken coup, etc. Village Four to six small buildings with a track leading to and from it. Buildings can often be quite widely scattered. Track A dirt road, one vehicle wide. Railway Line On an embankment running through this area, from one board edge to another. Wrecks A few destroyed vehicles or farm carts. Most likely to be Russian tanks! Lake/Pond A pond or small lake up to 20" square. Impassable to infantry and vehicles. TERRAIN FEATURE Balka Ravines carved by streams, often tree lined and dense with undergrowth, but marshy at their base, balkas provided excellent hidden positions and routes of movement for Russian troops. Representing a balka is going to be tricky, as they are below ground level. So, unless you are fortunate enough to have a pre-made balka, placing one will need some invention. A path between two hills, lined with trees and bushes marking the edge, can work. As a rule, any unit inside isn t visible to another unit unless it is also in the balka, or on the edge (i.e. looking in). Moving inside a balka counts as difficult ground, but if a 1 is rolled on the dice then the vehicle becomes immobilised as it bogs down in the marshy bottom! 125

127 CLASH OF RECONNAISSANCE This a brief introductory scenario, designed to allow new players a chance to try the rules in a small action before pitching into a larger battle. As such, it only includes basic forces for both sides, an infantry platoon supported by light armour. None of the more complex specialist units are included. 126 SITUATION REPORT Operating well in front of their main forces, both sides forward reconnaissance units are in no-man s land, seeking out the enemy, routes of advance, possible ambush positions and artillery targets. When the two forces suddenly stumble into each other, a fight ensues. Scenario Type: Meeting Engagement Battle Size: Squad TERRAIN Set up the terrain in any mutually agreed manner. The map shown above is only an example of the sort of terrain you might use, but feel free to create your own table top. VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. GERMAN FORCES Grenadier Platoon 50mm PaK38 anti-tank gun and truck tow SdKfz 232 Armoured car (scout) SdKfz 233 Armoured car (scout) Reserve Pz IV G tank Total Battle Rating: 18 Officers: 1 DEPLOYMENT 1. Determine Table Edges Roll a D6. The player that rolls the highest may choose which is his table edge. His opponent automatically gets the opposite table edge. 2. Place Objectives Both sides place a single objective marker in their half of the table. This cannot be within 10" of the another objective or 10" of any table edge. SOVIET FORCES Rifle Platoon Anti-tank rifle team 82mm mortar team 45mmL66 anti-tank gun and truck tow Sniper and spotter team (scout) BA-10 Armoured car (scout) T-70 light tank (scout) Reserve T-34 tank Total Battle Rating: 15 Officers: 1 3. Deploy Reconnaissance Forces Both players take it in turns to place all units from their reconnaissance support. These can be placed anywhere in their half of the table, but not within 10" of the table s centre line. The player with the most scout units starts deploying first. If one side has no scout units, then his opponent may position his own scout units anywhere on the table and they may start the game with the Ambush Fire order. 4. Main Force Arrival From turn 2 onwards, D6 units are placed on the player s table edge as the rest of his forces arrive on the table. Continue this until all the forces are on the tabletop. 5. First Turn Both player s roll a D6 and add the number of scout units in their battlegroup. The side with the highest total takes the first turn. On a tie, the side with the most scout units wins. If it is still a tie, then re-roll. 6. Reserve At the beginning of each player s turn 4, they may place their reserve unit on the table edge.

128 ATTACK / COUNTER-ATTACK SITUATION REPORT: An enemy attack has broken through and is threatening to penetrate deeper into your division s rear echelons, which may force a withdrawal of troops currently engaged at the front. Your battlegroup has been held in reserve to counter just such an eventuality. You must move fast to intercept the enemy breakthrough and halt it. Reconnaissance units are already tracking the enemy s movements and will guide you. Both sides are on the march, so you must move directly into battle, there is little time for preparation. Scenario Type: Meeting Engagement TERRAIN Set up the terrain in any mutually agreed manner. VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. DEPLOYMENT 1. Determine table corners. Both sides roll a D6 and add the number of scout units in their battlegroup. The player with the highest total chooses which table corner will be his deployment zone, his opponent automatically gets the opposite table corner. 20" 20" all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 4. Deploy Reconnaissance Forces The players take turns to place all units from their reconnaissance support. These can be placed anywhere in their half of the table, but not within 10" of the table s centre line. The player with the most scout units starts deploying first. If one side has no scout units, then his opponent may position his own scout units anywhere on the table and they may start on Ambush Fire. 10" 10" 20" 20" 5. First Turn Both players roll a D6 and add the number of scout units in their battlegroup. The side with the highest total takes the first turn. On a tie, the side with the most scout units wins. If it is still a tie, then re-roll. 6. Main Force Arrival From turn 2 onwards D6* units are placed on the player s table edge, within 20" of his table corner, as the rest of his forces arrive on the table. Continue this until all the forces are on the tabletop. * In Company-sized games roll 2D6. In Battalion-sized games roll 3D6. 2. Place Objectives Place four objectives on the table. The side with the most scout units places the first, then take it in turns. No objective can be within 10" of another objective or any table edge. 3. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding 127

129 FLANKING ATTACK 20" 20" 5. Determine Flanking Zone Both players roll a D6 and add the number of scout units in their battlegroup. The one with the highest total may choose which of the other corners (not being deployed on by either side) will be his flanking deployment zone. His opponent then automatically gets the opposite corner as his flanking deployment zone. 20" 20" SITUATION REPORT The vanguard of your battlegroup has sighted the enemy, moving forwards to engage you. You have recalled your forward reconnaissance units to assist in the coming battle, and in the meantime you have been holding back, waiting for these units to arrive as a flanking force. Now all is in place and there is no further time to waste. Your vanguard must begin clearing the route of advance; the rest of the battlegroup is closing up behind them fast. Scenario Type: Meeting Engagement TERRAIN Set up the terrain in any mutually agreed manner. VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. DEPLOYMENT 1. Initial Forces Both sides determine their initial forces. Both sides have D6 units chosen from their battlegroup already deployed on the table. This may not include any scout units, but apart from this restriction, it can be any units the commander wishes. All the other units will arrive as reinforcements. 2. Place Objectives Place D3+2 objectives on the table. The first objective must be the exact centre of the table. After this, the players take turns to place objectives, starting with the player with the most scout units. These objectives cannot be within 10" of each other or any table edge. 3. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 4. Determine Deployment Zones There are two deployment zones, each 20" from a table corner. One player should be allocated a random table corner, with his opponent automatically getting the opposite corner. 7. Deploy Scouts All the battlegroup s scout units (if any) must start the game deployed in the flanking deployment zone, up to 20" from their table corner. 8. First Turn Both players roll a D6 and add the number of scout units in their battlegroup. The side with the highest total takes the first turn. On a tie, the side with the most scout units wins. If it is still a tie, then re-roll. 9. Reinforcement arrival From turn 2 onwards D6* units are placed on the player s table edge, up to 20" from their main deployment zone corner, as the rest of his battlegroup s forces arrive on the table. Continue this process until all the forces are on the tabletop. * In Company-sized games roll 2D6. In Battalion-sized games roll 3D6. 128

130 BRIDGEHEAD BREAKOUT SITUATION REPORT About an hour ago, the leading elements of your battlegroup captured an intact river crossing and are now holding position to secure their tactical gain. The rest of your battlegroup is now racing to reinforce them and carry the attack beyond the bridgehead. But your forces defending the bridge have just reported that fresh enemy units have been sighted, and aerial reconnaissance confirms enemy forces are being redeployed to attack and eliminate the bridgehead. 20" 15" Both sides are now on a collision course for a major engagement around the bridge. Scenario Type: Meeting Engagement TERRAIN Set up the terrain in any mutually agreed manner. At one end of the table, approximately 5" to 10" from the edge, is a river, stream or marshy ditch. In the centre of this obstacle is the bridge, as shown on the map. This obstacle is difficult ground (not impassable). VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. DEPLOYMENT 1. Holding the Bridge Roll a D6 and add the number of scout units in your battlegroup. The side with the highest total starts the game holding the bridge. 2. Place Objectives Place D3+2 objectives on the table. The first objective must be the bridge. After this the players take it in turns to place objectives, starting with the player who will be attacking the bridge. These objectives cannot be within 10" of each other or any table edge. 3. Determine Initial forces. Both sides have a D6 units chosen from their battlegroup already deployed on the table. This must include any scout units in the battlegroup before any other units are chosen. Once all the scouts are deployed then any other units can be chosen. All the battlegroup s other units will arrive as reinforcements. 4. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 5. Deployment Zones The side holding the bridge has a deployment zone of up to 20" from the bridge itself. His opponent s deployment zone is up to 15" from the opposite table edge, as shown on the map. 6. Deploy Initial Forces. The players take turns to place their initial units in their deployment zone. The player with the most scout units starts deploying first. 7. First Turn Both players roll a D6 and add the number of scout units in their battlegroup. The side with the highest total takes the first turn. On a tie, the side with the most scout units wins. If it is still a tie, then re-roll. 8. Main force arrival From turn 2 onwards, D6* units are placed on the player s table edge as the rest of his forces arrive on the table. Continue this process every turn until all the forces are on the tabletop. * In Company-sized games roll 2D6. In Battalion-sized games roll 3D6. 129

131 DEFENCE LINE 2D6 units in the front line zone. These can be any units from his battlegroup that the commander wishes. 10" Front Line Zone Third of table 4. Defender s Reinforcements Any units not deployed in the front line zone are his reinforcements. From turn 5 onwards D6* units will automatically arrive on his table edge, until all the units are on the tabletop. 130 SITUATION REPORT Your battlegroup s objective is to advance and smash through an enemy defence line. First you must probe the defences to find the weak spot, then unleash the full force of your battlegroup to destroy the enemy and advance deeper into enemy lines. The enemy lines have already been under heavy artillery fire, and as such will already be weakened. But it is likely that reinforcements will have been dispatched to plug any gap, so be aware that, should you penetrate the lines, a counter-attack will be closing in destroy it. Scenario Type: Attack/Defence TERRAIN Set up the terrain in any mutually agreed manner. VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. * In Company-sized games roll 2D6. In Battalion-sized games roll 3D6. DEPLOYMENT 1. Determine Table Edges The defender may choose which of the short table edges the Attacker must deploy on. He gets the opposite table edge. 2. Determine the Attacker s Probing Force and Main Force Probing Force The probing force must include all the Attacker s reconnaissance units. These will be the first to test the enemy defences. It can also include up to three additional units. These can be any units the attacker wishes. Main Force The rest of the attacker s battlegroup are his main force. These begin to arrive from turn 3 onwards, on his table edge. D6* units arrive at the beginning of each of the attacker s subsequent turns, until they are all on the table. 3. Determine Initial Defenders All the defender s defences must be placed in the front line zone; this is the central third of the table, as shown on the map. In addition to the defences, the defender can also place 5. Defender Places Objectives Place three objectives on the table. The defender places two objectives in the front line zone, and one anywhere else on the table, but not with 10" of a table edge or any other objective. The defender cannot claim an all objectives secured victory. 6. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 7. Deploy Initial Defenders Place all the initial defenders anywhere in the front line zone. D3 units may start the game issued with the Ambush Fire order. 8. Deploy Attacker s Probing Force The attacker s probing force units are placed within 10" of the attacker s table edge. 9. Resolve Bombardment A D3 of the defender s deployed units are marked as Pinned, due to the preparatory bombardment. Allocate the Pinned markers randomly. 10. First Turn The attacker takes the first turn.

132 HIGH GROUND SITUATION REPORT Your battlegroup s objective is to clear and capture high ground along the division s route of advance. It will be well defended, and expect minefields, but in order for the rest of the division to press its attacks, it is vital that any threat from the high ground is quickly neutralised. The enemy will fight hard to hold their positions, and aerial reconnaissance indicates they have reserves ready to counter-attack. 10" Half Table Hill Anywhere in the defender s half To deal with the waiting enemy, your attack will be unleashed in two waves. The first wave should draw the enemy s fire and force them to commit their reinforcements. The second wave should move to engage and destroy those reinforcements and push-on to overrun the objectives. Scenario Type: Attack/Defence TERRAIN Set up the terrain in any mutually agreedmanner. Place a hill somewhere in the defender s half of the table. This is the high ground, the target of the attack. Place the initial defences (see below) on the hill or anywhere within 10" of the hill. VICTORY The first battlegroup to exceed its total battle rating must withdraw and loses the battle. Their opponent is the winner. battlegroup will be in the second wave. The second wave will enter via the attacker s table edge at the beginning of turn Determine Initial Defenders Half the units in the defender s battlegroup will start the game deployed on the table, defending the hill. This must include any defences. All those units not deployed start the game in reserve. 3. Defences The defender always starts the game with three defences. These are always part of the defender s force, in addition to any other defences taken as part of their battlegroup. MMG Bunker 10" Trench 1 Minefield 5. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 6. Deploy Initial Defenders Place the initial defenders anywhere in their half of the table. D6 units may start the game issued with the Ambush Fire order. 7. Deploy Attacker s First Wave The attacker s first wave units are placed within 10" of the attacker s table edge. 8. First Turn The attacker takes the first turn. DEPLOYMENT 1. Determine the Assault Wave First Assault Wave Half the units in the attacker s battlegroup must be in the first assault wave (round fractions up). Second Assault Wave Half the units in the attacker s 4. Place Objectives Place three objectives on the table. The first is placed on the hill. The players then take turns to place objectives, starting with the attacker. They should be placed anywhere in their half of the table, but not with 10" of another objective and not within 10" of a table edge. 9. Defender s Reserves From the beginning of turn 4, D6 of the defender s reserve units (commander s choice) will arive on his table edge. 10. Attacker s Second Wave At the beginning of the attacker s turn 4, all his second wave units arrive on his table edge. 131

133 STRONGPOINT ASSAULT 20" 10" Half Table 6. Weather Conditions Roll a D6. On a roll of 1 there is a sudden thunderstorm, grounding all air cover. Any aircraft counters drawn from the pot automatically fail to arrive. The counters are treated as 1s instead. 7. Deploy Initial Defenders Place all the initial defenders anywhere in his half of the table. D3 units may start the game issued with the Ambush Fire order. SITUATION REPORT Advanced reconnaissance units have reported the presence of an enemy strongpoint, well dug-in and equipped. Your battlegroup has been re-direct to engage the strongpoint and destroy it. As you advance towards it, you can detach part of your force to outflank the position, but beware of enemy reinforcements in the area. Scenario Type: Attack/Defence TERRAIN Set up the terrain in any mutually agreed manner. The strongpoint will be placed in the defender s half of the table. VICTORY The first battlegroup to exceed its total Battle Rating must withdraw and loses the battle. Their opponent is the winner. 10" The bunker is taken in addition to the defender s other forces for free. 2. Place Objectives Place four objectives. The players take it in turns, starting with the defender, to place objectives anywhere on the table. An objective cannot be within 10" of another objective or any table edge. The attacker s first objective must be placed on the bunker. 3. Determine Initial Defenders Half the defender s remaining units (round fractions up) are the initial defenders. The defender is free to choose which units from his battlegroup will be deployed. 4. Defender s Reinforcements Any units not chosen as initial defenders are automatically his reinforcements. D6* units will start to arrive from the defender s table edge from turn 4 onwards. 8. Deploy Attackers Force The attacker deploys all his forces, not including any flanking force, up to 20" from his table edge. 9. Determine Preparatory Bombardment D3 of the defender s units are marked as Pinned, due to the preparatory bombardment. Allocate the Pinned markers to the defender s units randomly. 10. First Turn The Attacker takes the first turn. 11. Flanking Force From turn 3 onwards, roll for the arrival of the flanking force. Roll a D6 and add the turn number. If the result is 8 or more, then the flanking force arrives, deploying within 10" of the centre point of the left or right board edge (attacker s choice as written down earlier). * In Company-sized games roll 2D6. In Battalion-sized games roll 3D DEPLOYMENT 1. Position the Strongpoint The strongpoint must be constructed in the defender s half of the table, and not within 10" of any table edge. It consists of all the Defender s defences, and an additional bunker. 5. Determine Attacker s flanking force The attacker may detach up to six units of his choice as his flanking force. These will arrive later in the game. Note down whether these forces (if used) will arrive from left flank or right flank.

134 THE INGLORIOUS 12 th JULY A narrative campaign for the great tank battle at Prokhorovka

135 Below: A StuG III with schürzen holds its position beside a recent victim. (Bundesarchiv Bild 101I ) On July 12th, the decisive turning point of the Battle of Kursk occurred south of the town of Prokhorovka, when 5th Guards Tank Army launched its huge counterattack against the advancing forces of II SS Panzer Corps. The massed tank battle at Prokhorovka has achieved legendary status, both for its size and ferocity. If Prokhorovka had fallen, then II SS Panzer Corps may well have broken through the Russian defence lines and found itself free to advance north to Kursk itself. It was the Russian stand here that prevented that breakthrough and effectively ended the Germans hope of victory in what would become their last strategic offensive on the Eastern Front. Following their defeat, the German Army would be thrown into a twoyear withdrawal and retreat that only ended in the streets of Berlin and with their unconditional surrender. This short campaign deals with the events of that fateful day. It is series of seven historical re-fights, all set on the 12th July as elements of 5th Guards Tank Corps counter-attack II SS Panzer Corps. Who actually won the day is still the subject of much debate. Both sides can claim the victory (such are the vagaries of real warfare). The Russians can point to the Germans failure to take Prokhorovka and their subsequent withdrawal. In turn, the Germans can point to the huge losses inflicted on their enemy and the fact that the massed counter-attack failed on its own terms. When you play this campaign, then you can determine the answer for yourself. THE SITUATION SOUTH OF PROKHOROVKA During Operation Citadel, the town of Prokhorovka was an important objective on II SS Panzer Corps route north towards linking up with 9th Army east of Kursk. Prokhorovka sat in a land bridge between the Psel and Northern Donets rivers, meaning if they captured it, the three SS divisions would not be required to conduct difficult river crossing assaults to reach Kursk. Of course, the Russians could also see its tactical importance, and accordingly it was heavily defended. Still, despite the depth and weight of the Russian defences south of Prokhorovka, the three SS divisions had, for the past week, consistently pushed northwards, overcoming each defence line in turn. With heavy artillery and air support, their 134

136 tanks and half track-borne infantry relentlessly pushed on towards the prize of Prokhorovka. It was to prevent them breaking through that the entire 5th Guards Tank Army was moved from Steppe Front s strategic reserve to Voronezh Front reserve, then into the front line in the area, and ordered to prepare for a counterattack. The full tank army would seek to smash through the SS divisions, halting their assault and destroying them in turn. By 11th July, the Tank Corps of 5th Guards Tank Army were in position. Ahead of them, the defenders of Prokhorovka, mostly the survivors of 9th Guards Airborne Division with a few supporting tanks, had put up a stubborn defence, first at the Komosolets State Farm, then at Hill 252.2, then at the Oktaibrskii State Farm. Fighting for every step of the way, 1st SS Division had eventually taken all these landmarks. Now it seemed Prokhorovka, just a few kilometres ahead, must be next. On 1st SS Division s left flank, the 3rd SS Division had advanced and forced a crossing of the Psel river and was moving along the northern bank to out flank Prokhorovka from the west. Again more Russian reinforcements were being thrown in to slow or halt that advance. On the right, 2nd SS Division and the 167th Infantry Division were protecting the right flank of 1st SS s gains, and seeking to push eastwards, with the aim of linking up with III Panzer Corps advancing from their bridgehead over the North Donets river at Rzhavets. This would trap substantial Russian forces in an encirclement, and free the divisions of III Panzer Corps to advance and encircle Prokhorovka from the east. 5th Guards Tank Army s General Rotmistrov was finally in position and ready to launch his grand counter-attack on July 12th. He would be seeking to encircle the 1st SS Division with attacks on the their right by 2nd Tank Corps and 2nd Guards Tank Corps, and on their left by 18th Tank Corps, whilst 29th Tank Corps struck in the centre. He had also diverted some of his forces to establish new blocking positions against the advance of III Panzer Corps (forces that would be missed later in the day). He also hoped that by swinging westwards around the southern bank of a bend in the Psel river, he could overrun 3rd SS Division s Psel bridging point, thus isolating them north of the river, cutting them off from 1st SS and preventing their further advance northwards. It was a bold plan, but with nearly 500 tanks at his command, supported by fresh motorised infantry, artillery and Katyushas he had the combat power to do it. Success would see the destruction of the three vaunted SS divisions and a gap torn through Army Group South s front. The battle started at 0800 with an initial Russian artillery barrage, but the artillery was ineffective; there was not enough guns and rocket launchers, and the Red Army Air Force was not yet present to give aid. Soon, the morning skies were once again filled with waves of German aircraft which, for a while, had a free rein over the battlefield. Lacking effective artillery suppression, the Russian tanks would be striking directly into the teeth of powerful and well deployed antitank defences, instead of smashing through an already weakened foe. The German commanders were well aware that the counter-attack was brewing. The Russian buildup of tanks and men had not gone unnoticed, and the SS had brought forward their own anti-tank guns. After just 30 minutes, the Russian bombardment ended and General Rotmistrov ordered his tank battalions forwards. With 18th Tank Corps on the right, closest to the Psel river, 29th Tank Corps in centre, striking along the railway embankment, and 2nd Tank Corps on the left, the initial attack by three Corps was instantly in trouble. Tanks began to burn as the waiting German guns zeroed-in and took a heavy toll. 1st SS Panzer Regiment, already concentrating for its own planned attack northwards, moved instantly to engage the headlong rush of T34s, and their long 88mm and 75mm guns soon took their own toll. The wheat fields and wooded copses were shrouded in the blue-black smoke of burning tanks. But this was just the start, merely the first wave as more tanks followed and pressed on. A further attack against the 2nd SS on the Russian right also began, led by 2nd Guards Tank Corps, but 135

137 it too was repulsed with few gains. In places, isolated units of tanks broke through, overrunning German artillery positions and reaching the Komsomolets State Farm, but there was little co-ordination and no mutual support for these gains. By late morning 1st SS s grenadiers had been forced to pull back from Oktiabrskii State Farm and Hill 252.2, but they would be re-taken by midafternoon in strong counter-attacks. In the chaos of the fighting, the Russian armour was taking a severe beating, despite the reckless bravery of their crews with many stories being told of tanks ramming enemy tanks and crews manning their guns to the last round, even as their tank burned about them. By afternoon, the Red Army Air Force had started to show up in strength, and the fight for air superiority over the battlefield was also in full swing, as wave after wave of Stukas, protected by their close fighter escorts, were called upon to aid the defenders. Sturmoviks raced in low overhead, but the battered German defenders would not yield. Local attacks and counter-attacks continued throughout the afternoon, and there was fierce fighting for the villages along the Psel, like Vasil evka, Andreevka and Mikhailovka. West of the railway embankment, the Germans attacked and captured the village of Storozhevoe and Vinogradovka. By nightfall, the battlefields were littered with the wreckage of the day s savage fighting. The Germans had lost very little ground, but they had exhausted themselves in the defensive struggle. Only north of the Psel had 3rd SS Division managed to gain ground, and it seemed now they must become the main focus of the German advance. 3rd SS would face a second heavy counter-attack on the 13th that ended this advance. There had still been no link-up between II SS Panzer Corps and III Panzer Corps advances, and all the fighting units were battered and barely fit for combat any longer. Prokhorovka itself, tantalizingly close, remained just beyond the SS s grasp, and would remain so on the 13th July as well. In the end, the grand Russian counter-attack had failed to achieved most of its objectives and had only gained any ground at a very heavy cost but, in turn, it had finally halted the Germans relentless advance, and it would never get started again. Prokhorovka would not fall. WHAT YOU WILL NEED To play this campaign you will need a few things, listed below. Model Collections You will need substantial model collections, both for the Russian Tank Corps and the German SS Panzer Grenadier divisions. Some of these battles are large, battalion-sized games, involving many tanks. Terrain Fortunately a terrain collection for the rolling steppes around Kursk is not too taxing, and the same applies here. Common items will be: Woods. You ll need a few of these, as there are some battlefields with large wooded areas. Nine or ten buildings. These are generally wooden, whitewashed cottages with wooden or thatched roofs. You can vary this with a few barns, a church and maybe a windmill. A railway line, on top of an embankment. This runs through several battlefields, but as it is on the edge of many it can be placed off the board if needs be. Corn and wheat fields. There are a lot of these and they can be represented in different ways, including cut up door mats, yellow cloth or teddy bear fur. A few scrub hedges, a marsh, and characterful additions such as wrecked vehicles, craters, barbed wire and the remains of former defences will all add a lot to the battlefield s battle-worn character. OPPOSING FORCES 1st SS Panzer Grenadier Division Although not fighting alone, 1st SS Panzer Grenadier Division will bear the brunt of the Russian attack. When the 1st SS Panzer Grenadier Division began their offensive on 5th July its TO&E listed the following principal armoured fighting vehicles: 13 Panzer IIIs (all long 50mm) 83 Panzer IVs (mixed Gs and Hs) 136

138 13 Tigers 34 StuG IIIs (all long 75mm) 20 Marders A week of constant fighting had substantially reduced this, but by 12th July the division was still a powerful, combat-effective unit. 5th Guards Tank Army At full strength after being held in reserve with Steppe Front, when the Army was given its marching orders to advance to Oboyan, it was a powerful unit of over 600 tanks and self-propelled guns and 37,000 men, consisting of: 5th Guards Mechanized Corps (225 tanks, 21 SP guns) 29th Tank Corps (229 tanks, 37 SP guns) 18th Tank Corps (183 tanks) 76th Guards Mortar Regiment 1446th Self-Propelled Artillery Regiment (10 SU-76, 10 SU-122) 1529th Self-Propelled Artillery Regiment (11 SU-152) 1st Separate Guards Motorcycle Regiment (10 T-34s) 678th Howitzer Artillery Regiment 689th Anti-Tank Artillery Regiment 6th Anti-Aircraft Artillery Division 377th Separate Engineers Battalion It completed a long road march, almost unmolested by enemy air attacks, before deploying around Prokhorovka. For the 12th July, 5th Guards Mechanized Corps was directed south to meet III Panzer Corps push from their bridgehead (known as Group Trufanov and outside the scope of this campaign), and other units already in-situ were included in the attack, although these were already weakened formations. 2nd Tank Corps was under its command for the attack, adding a further 100 tanks (but half were T-70s). PLAYING THE CAMPAIGN The campaign is played out over seven battles, all taking place through the morning and afternoon of 12th July. Although they are presented in chronological order, many overlap, so the opposing sides would be fighting it out on battlefields very close to each other, almost at the same time. The seven battles are as follows: 1. First Charge at Hill The first clash of the morning as the tanks of 32rd Tank Brigade charge the slopes of Hill 252.2, defended by II Battalion, 2nd Panzer Grenadier Regiment and the Tiger tanks of II Battalion, 1st SS Panzer Regiment. 2. West of the Oktiabrski State Farm II Battalion, 2nd Panzer Grenadier Regiment are engulfed by 170th Tank Brigade s first assault west of the Oktiabrski State Farm the crux of 1st SS Division s defences. 3. Defence of Stalinskoe State Farm 25th Tank Brigade run into 1st SS Panzer Grenadiers anti-tank defences holding the Stalinskoe state farm. 4. Holding the flank at Mikhailovka Tanks of 170th Tank Brigade threaten to break through south of the village of Mikhailovka, and 1st SS Reconnaissance Battalion must fight hard to protect their division s left flank. 5. The Death s Head at Andreevka On the right of the Russian attack, the tanks of 29th Guards Tank Brigade seek to break through the right flank of 3rd SS Totenkopf s positions and cut off their bridgehead over the Psel river. The 3rd SS Division counter-attacks to halt them at Andreevka. 6. Surrounded at Komsomolets 2nd SS Panzer move to wipe out the surrounded survivors of 1st Battalion, 170th Tank Brigade after they penetrate as far as Komsomolets state farm. 7. Counter-Attack at Vinogradovka Having resisted the enemy s morning assaults, 2nd SS Panzer Grenadier Regiment launch a rapid counter-attack in the late afternoon to snatch the village of Vinogradovka. VICTORY AND DEFEAT Having played out seven battles, you will no doubt be keen to know who has won and who has lost the campaign. This is done by allocating campaign points to each side. Victory in each battle will gain a set number of campaign points (between 1 and 3), depending on how important that battle is in the greater scheme of the day. Both sides should keep running totals of how many campaign points they have, and the side with the most after the final battle is the overall winner of the campaign. The campaign points are as follows: CAMPAIGN POINTS Russian Win German Win 1. First Charge at Hill West of the Oktiabrskii State Farm Defence of the Stalinskoe State Farm Holding the Flank at Mikhailovka The Death s Head at Andreevka Surrounded at Komsomolets Counter-Attack at Vinogradovka

139 138 BATTLEGROUP KURSK

140 139

141 A PROKHOROVKA MEGA-GAME Combining the Battles The first three battles of this campaign happen at about the same time on battlefields directly adjacent to each other, so the ambitious amongst you could combine them into a single megagame. You will need at least three players a side for this, and preferably six, and a lot of toy soldiers, but for a full day s entertainment re-creating the first couple of hours of the massed tank counter-attack it should be a blast! To play the mega-game set up the three boards next to each other in the above manner, to make a 20'x 6' table. Additional Russian Reinforcements Turn 9 (arriving on centre table) From 31st Tank Battalion 6 T-34s 7 T-70s Infantry Company as tank riders +4 officers and 48 BR Both sides use the forces listed in the scenarios and the deployment zones given in the scenarios, and each side combines all three total battle ratings to get a single grand total. Orders Due to the size of the game command and control will have to be dealt with differently. The entire force gets 5D6+ its total officer units. This grand total is then divided between the commanders to issue orders to their own forces. The commanders can freely trade orders, as long as they don t exceed their overall total. It is perfectly acceptable for a commander who doesn t need all his orders (not that likely) to pass them on to a commander who needs more. This sort of trading between commanders is a fun extra element of the mega-game. Turn 11 (arriving on western table) From 170th Tank Brigade 5 T-34s 4 T-70s 2 Infantry Platoons as Tank Riders +2 officers and 33 BR Additional German Reinforcements Turn 9 (arriving on centre table) 1st SS Panzer Regiment and 1st SS Artillery Regiment 3 Pz IV G 3 Pz IV H 2 Wespes 2 Hummels 2 Resupply Trucks + 2 officers and 30 BR Tank Onslaught Special Rule The Russian tanks are looking to press further south. For every three Russian vehicles that exit off any southern table edge, the Germans must take an addition Battle Counter. Optional Additional Reinforcements The three attacks detailed only cover the first hour (approximately) of combat. You can extend the megagame further by including the following additional reinforcements, which are the second wave of Russian attacks, starting from about 1000 hours. Turn 10 (arriving on eastern table) Armoured Panzer Grenadier Platoon Grille PaK40 with crew and half track tow Resupply Truck +1 officer and 20 BR Turn 11 (arriving on western table) 3 StuG III Gs Pz III H observation tank Resupply Truck +1 officer and 11 BR 140

142 1. FIRST CHARGE AT HILL SITUATION REPORT The 32nd Tank Brigade (of 29th Tank Corps) had been in its jump off positions for the planned attack since the morning of July 11th. With its tanks hidden in woods and orchards around Lutovo, the brigade had filled its fuel tanks and stocked up on ammunition. Its commander, Colonel Linev, had his attack orders and as the rocket salvoes whistled overhead, he was now awaiting the code word to begin. His brigade would be leading 29th Tank Corps attack, striking directly south along the railway line to re-capture Hill and press on southwards to the Komosoloyet s State Farm. It was their task to be the centre of the massed armoured assault. At 0830 hours, when the code word of Steel! was received from General Rotmistrov s headquarters, Linev s 63 T-34s accelerated into the attack. They were almost instantly engaged by 1st SS Panzer s anti-tank screen occupying the captured defences on Hill 252.2, and in just the first ten minutes of the advance 32nd Tank Brigade had lost 20 tanks almost a third of their strength. The tank crews bravely pressed the attack, reaching the northern slopes of Hill under ever increasing artillery and mortar fire. Fifteen of the remaining tanks swung eastwards, crossed the railway line and found a gap in the defence screen, allowing them to advance beyond Hill and on towards their objective further south. Meanwhile, the rest of the brigade, with the first battalion advancing under the covering fire of the second battalion, swept up Hill and became entangled with advancing elements of 1st SS Panzer Regiment on the forward slopes, including the regiment s 6th company, equipped with Tiger tanks. There was a swirling mêlée of tanks, with ranges down to just fifty feet and heavy losses on both sides. The hillside became shrouded in dust and the smoke of burning vehicles. Identifying friend from foe became difficult. Despite the chaos, more German Panzer IVs, stationed beyond an antitank ditch further south, began taking their toll, but Linev s bold T-34s kept going, bypassing these enemies, and kept heading south. Those that made it were soon engaged by artillery and self-propelled guns (Wespe and Hummel) with direct fire. One hour behind the first waves of T- 34s, a second entire brigade (the 31st Tank Brigade) was about to begin its own advance along exactly the same axis, with a further 29 T-34s and 38 T-70s about to arrive in the wake of the first wave. Scenario Type: Company THE BATTLE Play the game on a 8'x6' boards. This battle takes place as 32nd Tank Brigade s T-34s close in after their initial rush and losses, and the Germans own Panzer attack towards Prokhorovka had itself just started from Hill Deploy the Russian forces within 5" of the northern table edge. The Germans deploy up to 30" from the southern edge, or inside the state farm. D6 units may start on Ambush Fire. The Russian take the first turn. THE BATTLEFIELD This is the area and summit of Hill 252.2, just west of the main railway line. It has already been heavily fought over, so liberally scatter wrecked vehicles (from both sides), impact craters and other detritus like barbed wire about. Behind the hill is an anti-tank ditch. Further westwards are the occupied buildings of the Oktiabrskii State Farm, surrounded by its ripe wheat fields. OBJECTIVES There are four objectives. The summit of Hill 252.2, the Oktiabrskii State Farm, the road exit south and the road exit west. The Germans cannot win an all objectives secured victory. 141

143 ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case, the Russian player gets 1,200 points and must choose his battlegroup from the Russian Tank Corps army list. The German player gets 1,200 points and must choose his battlegroup from the German Panzer Division army list. SOVIET FORCES GERMAN FORCES First Wave (Turn 1) 1 T-34 (officer) 3 T-34s 3 T-34s 3 T-34s Second Wave (Turn 2) Forward HQ - 1 T-34 (senior officer) 3 T-34s 3 T-34s Third Wave (Turn 3) 1 T-34 (officer) 3 T-34s 3 T-34s Stragglers from 1st Battalion, 23rd Guards Airborne Rifle Regiment, tank riding on any T-34. Motorised Rifle Company 1 Company HQ 3 Motorised Infantry Platoons Aerial Reconnaissance PO-2 2 Timed Katyusha Barrages Total Battle Rating: 90 Officers: 7 Forward HQ - Tiger tank (senior officer) Tiger tank squadron Panzer IV G squadron Panzer IV H squadron Panzer Grenadier Platoon Panzer Grenadier Platoon (both have enough foxholes for the entire platoon) PaK-40 Battery 3 PaK-40s and crew SdKfz7 with 20mm Vierling Armoured Forward Observer in Panzer II F 2 150mm howitzers (offtable) Luftwaffe Air Control Officer in SdKfz 250/3 Timed Ju-87 Air Strike Reserves (Turn 3) Panzer IV H squadron Total Battle Rating: 74 Officers: 8 142

144 2. WEST OF THE OKTIABRSKI STATE FARM SITUATION REPORT Closest to the Psel River, the 180th Tank Corps would be conducting their part of the morning s attack, led by 181 Tank Brigade s 41 tanks and 170th Tank Brigade s 39 tanks, with the following echelon of 36th Guards Heavy Tank Regiment s 16 functioning Churchills. They were faced with the open wheat fields west of the Oktiabrski State Farm, held by elements of 1st SS Panzer Grenadier Regiment, bristling with their anti-tank screen of PaK 40s. First they had to negotiate a balka running down to the Psel, before emerging through, and around, the village of Petrovka. The terrain forced the weight of the attack to the corps left, closest to the state farm, and from here the advancing tanks immediately encountered a furious barrage of anti-tank fire. With orders to press south and capture the river side villages, they bravely forged on, leaving wreckage scattered through the fields. German air attacks swept down upon them, and again no air cover was present for protection, and the tankers suffered. The initial shock of the heavy losses slowed the advance, and by midday, they still had not pushed beyond the state farm, which was being stoically held by 2nd Battalion of the 1st SS Panzer Grenadier Regiment. Only when it fell would they be able to advance further that afternoon. Scenario Type: Platoon THE BATTLE Play the game on a 6'x6' table. The Germans are defending and are deployed first, dug-in within 30" of their (southern) table edge. D6 units may start on Ambush Fire. The Russain s first wave are deployed within 5" of their (northern) table edge. In subsequent turns, the following waves are deployed on the Russian northern table edge. German reinforcements arrive on the southern table edge. The Russians are attacking and take the first turn. THE BATTLEFIELD The battlefield is the open fields between the Psel river and the Oktiabrski state farm. In the northwest corner is the southern edge of the village of Petrovka. There are woods and marshy ground to the west, close to the Psel river, but apart from a few copses, the terrain is wide open fields. OBJECTIVES There are three objectives on the table: the largest building of Petrovka, the junction of two farm tracks and the point where the farm track exits the eastern table edge (heading to the state farm itself). ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case the Russian player gets 800 points and must choose his battlegroup from the Russian Tank Corps army list. The German player gets 800 points and must choose his battlegroup from the German Panzer Division army list. 143

145 SOVIET FORCES GERMAN FORCES First Wave (Turn 1) Forward HQ - T-34 (senior officer) 3 T-34s 3 T-34s Second Wave (Turn 2) 3 T-34s 3 T-34s Third Wave (Turn 3) 3 T-70s 3 T-70s from 127th Guards Rifles, tank riding on any of the tanks. Motorised Rifle Platoon Motorised Rifle Platoon Timed Katyusha Barrage 120mm mortar battery (offtable) Total Battle Rating: 61 Officers: 3 Veteran Panzer Grenadier Platoon 80mm mortar team HMG team Combat Medic (enough foxholes for the entire platoon and support) PaK-40 Battery 3 PaK-40s and crew Sniper and spotter team Forward Observer Team Wire Team 2 105mm howitzers (offtable) 2 80mm mortars (off-table) Timed Ju-87 Air Strike 5 off-table 88mm anti-tank shots Reserves (Turn 3) StuG III G squadron Reserves (Turn 4) StuG III G squadron Total Battle Rating: 40 Officers: 3 144

146 3. DEFENCE OF STALINSKOE STATE FARM SITUATION REPORT As 18th and 29th Tanks Corps were beginning their charges, so 2nd Corps, west of the railway line, was about to play its part. In position at Jamki, the Corps 25th Tank Brigade, under Colonel Volodin, would take the lead attacking south-west, directly towards the Stalinskoe branch of the Oktiabrskii state farm. During the previous evening, units of 1st SS Panzer Grenadier Regiment had captured the farm and deployed to defend it. Informed of the Soviet tank build-up around Prokhorovka, the divisional command sent a strong detachment of the 1st SS Panzerjäger Battalion to create a barrier at Stalinskoe, including Marder selfpropelled guns commanded by SS Oberscharführer Kurt Sametreiter. The 25th Tank Brigade s coming attack would lead them directly into the German sights. Colonel Volodin had re-organised his battalions for the attack. It would be led by the 362nd Battalion, in which he placed all his T-34s, and supported them with SU-76 and SU-122 self propelled guns of 2446th Self-Propelled Artillery Regiment. His second battalion, containing all his T-70 light tanks, would advance to the left and rear of the main attack. They would be carrying men of the 25th Motorised Rifle Battalion. The attack began at 0830, even though no Katyusha or artillery fire had prepared the way. Stalinskoe state farm remained untouched as the T-34s moved out. Driving southwest, with the aim of capturing the Storozhevoe woods, the leading T-34s quickly came under accurate antitank fire, and were suddenly in deep trouble. The self-propelled guns leapfrogged forwards, only to become the targets themselves. Regardless of the losses, they pressed on at top speed and plunged into the enemy lines. It was a courageous but doomed attack; only a few of the vehicles survived the encounter. Every self-propelled gun was knocked out and 26 of the 32 T-34s that had set out were destroyed. The Colonel himself was seriously wounded in his own T-34. The disastrous attack aborted, the few survivors pulled back and formed a single composite battalion, consisting mostly of the remaining T-70s which hadn t been heavily engaged. They would be called upon to make a second attack, later in the afternoon. Scenario Type: Platoon THE BATTLE Play the game on a 6'x6' table. The Germans are defending and deploy first, anywhere in their (southern) half of the table. D6 units may start on Ambush Fire. The first Russian wave is deployed up to 5" from their (northern) table edge and 40" from the eastern table edge. Subsequent waves are placed on the same table edge. The Russians take the first turn. THE BATTLEFIELD The edge of Storozhevoe woods, with the state farm and its orchard are on the southern table edge. The main railway line embankment, lined with hedges and trees, runs along the western table edge. Apart from a couple of stands of trees, the rest of the table top is open ground. 145

147 OBJECTIVES There is single objective, the Stalinskoe state farm. Neither side can claim an objectives secured victory. ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their First Wave (Turn 1) 3 T-34s 3 T-34s Second Wave (Turn 2) 3 SU-76s 3 SU-122s Third Wave (Turn 3) 3 T-70s 3 T-70s SOVIET FORCES Tank riding on any tanks Motorised Rifle Platoon Motorised Rifle Platoon own forces from their own model collections. In this case the Russian player gets 700 points and must choose his battlegroup from the Russian Tank Corps army list. 2 counter-battery fire missions Total Battle Rating: 61 Officers: 2 Veteran Panzer Grenadier Platoon HMG team Combat Medic (enough foxholes for the entire platoon and support) PaK-40 Battery 3 PaK-40s and crew Marder Battery 3 Marder III (H and M)s The German player gets 600 points and must choose his battlegroup from the German Panzer Division army list. GERMAN FORCES Forward Observer Team 2 120mm mortars (off-table) 2 105mm howitzers (offtable) Timed 150mm barrage Reserves (Turn 4) 2 Marder III (H and M)s 1 Resupply Truck Total Battle Rating: 27 Officers: 2 146

148 Top: A Marder II Kohlenklau takes up a firing position. (Bundesarchiv Bild 101I ) Above: SS soldiers in their SdKfz 251/1 await the order to assault. Visibility is poor, they seem to be inside a smoke screen (Bundesarchiv Bild ) 147

149 4. HOLDING THE FLANK AT MIKHAILOVKA SITUATION REPORT Having finally flooded past the Oktiibarskii state farm, the Russian 181st Tank Brigade had orders to make for the village of Mikhailovka, then swing south-east, to outflank the defenders of the Komosolets state farm, their main objective. Pushing south rapidly, the brigade s leading tanks encountered the 1st SS Panzer Grenadier Division s flank guard, elements of their reconnaissance battalion, holding east of Mikhailovka. The armoured cars and infantry of 1st SS Reconnaissance Battalion put up a desperate defence, holding on until StuGs could be directed to their aid. Even then, the weight of Russian numbers was too much, as more T-34s and T-70s poured southwards. Fire from north of the Psel river (from units of 3rd SS Panzer Grenadier Division on higher ground) aided the defence, but was still unable to stem the endless tide. The SS soldiers withdrew and 181st Tank Brigade was then able to race on, eventually attacking the Komsomolets state farm and penetrating 5km into the German lines. Scenario Type: Platoon THE BATTLE Play the game on a 6'x6' table. The Russians first waves deploy in a 20" square area in the north-eastern table corner. The initial German defenders deploy up to 20" from their southern table edge. D6 units may start the game on Ambush Fire. German reinforcements arrive from within 10" of the south-east corner of the table. The Russians take the first turn. THE BATTLEFIELD The fields east of Mikhailovka. In the north-west corner is the edge of the village itself. There is a balka (marked by an area of broken ground and trees) running north-west to southeast, with several large wheat fields. 148

150 OBJECTIVES There are three objectives to the table. The first is a building in Mikhailovka. The second is on the edge of the large woods. The third is where the farm track exits the southern table edge. SPECIAL RULES Off-table 88 Fire: 88mm guns can fire onto the table, over Mikhailovka from across the Psel. These off-table guns are treated as other off-table antitank guns, but can attempt to hit any Russian unit that moves with 50" of the north-west corner of the table. ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case the Russian player gets 700 points and must choose his battlegroup from the Russian Tank Corps army list. GERMAN FORCES The German player gets 700 points and must choose his battlegroup from the German Panzer Division army list. First Wave (Turn 1) 3 T-34s 3 T-34s 2 BA-64 armoured cars Second Wave (Turn 2) 3 T-70s Third Wave (Turn 3) 3 T-70s RUSSIAN FORCES Fourth Wave (Turn 4) Motorised Rifle Platoon in trucks Motorised Rifle Platoon on foot 82mm mortar battery (offtable) 1 122mm Timed Barrage Total Battle Rating: 42 Officers: 2 Panzer Grenadier Platoon (with enough foxholes for the entire platoon) SdKfz 232 Squadron armoured cars SdKfz 233 Squadron armoured cars PaK-40 Battery 2 PaK-40s and crew 2 80mm mortars (off-table) 6 off-table 88mm shots (see the special rules). Reserves (Turn 3) Armoured Fusilier Platoon PHQ 4 men in a SdKfz 250/10 3 Squads each 4 men in a SdKfz 250/1 SdKfz 250/8 StuG III G Squadron 3 StuG III Gs Total Battle Rating: 39 Officers: 5 149

151 SITUATION REPORT 3rd SS Panzer Grenadier Division, Totenkopf, had established a bridgehead over the Psel river, and had managed to push some of its forces over and continue its northern advance. As the SS soldiers fought to expand their bridgehead, 3rd SS established its own flank guard, linking it to 1st SS in the area of the villages of Vasil evka and Andreevka. By late morning, the tanks of 18th Tank Corps had pushed as far south as Andreevka, with the Corps commander, General Bakharov, directing the Churchill tanks of 36th Guards Separate Heavy Tank Regiment to clear and capture the village. 5. THE DEATH S HEAD AT ANDREEVKA The defenders of 3rd SS Division s 6th Panzer Grenadier Regiment were dug-in, especially around the church, with a few tanks in support, and they had reinforced the division s flank with anti-tank guns in case of an enemy attempt to overrun their bridgehead. More reserves from the StuG brigade were also being held in waiting to counter-attack an expected flank move so when it materialised in the afternoon, the Germans were ready and reacted swiftly. With 127th Guards Motorised Rifle Regiment s dismounted infantry alongside the tanks, there was hard fighting for the village itself, but the SS grenadiers grimly hung on to the church. The Churchill tanks duelled with the deploying SS StuGs in the southern fields, which were counter-attacking to halt the threat. With nine Churchills knocked out in the engagement, the Guards armour withdrew. Andreevka was still in German hands and the stubborn defence freed Totenkopf to continue its assault north of the Psel again, with its vital bridge still secure. THE BATTLE Play the game on a 6'x6' table. Place the initial German defenders in their deployment zone in the village of Andreevka. They are dug-in and D6 units may start the game on Ambush Fire. The initial Russian attackers are placed on the table within 5" of the eastern table edge, and within 40" of the southern table edge, as shown on the map. German reinforcements can be placed anywhere along the western table edge when they arrive. Russian reinforcements are placed anywhere on the eastern table, when they arrive. The Russians take the first turn. THE BATTLEFIELD The village of Andreevka is stretched along the northern edge of the table, along with its church. Behind it are woods and rough ground leading down to the Psel river, just north of the tabletop. South of the village are the ubiquitous corn fields over which the tanks advanced. Close to the centre of the table is a low-lying pond/lake with an area of marshy ground around it. There has already been fighting in the area, so a few wrecks and impact craters should be liberally scattered about. 150

152 OBJECTIVES There is single objective on the table, Andreevka church. Neither side can win an all objectives secured victory. SPECIAL RULES Russian Reinforcements: From the start of turn 2 begin rolling for Russian reinforcements. D3 reinforcement units (player s choice) arrive at the start of turn 2, and on every further turn until they are all on the table. German Reinforcements: From the start of turn 3 begin rolling for German reinforcements. D3 reinforcement units (player s choice) arrive at the start of turn 3, and on every further turn until they are all on the table. ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case the Russian player gets 700 points and must choose his battlegroup from the Russian Tank Corps army list. The German player gets 700 points and must choose his battlegroup from the German Panzer Division army list. GERMAN FORCES RUSSIAN FORCES Initial Attackers Reinforcements (Turn 2) Churchill Squadron Churchill Squadron 3 Churchill IVs 3 Churchill IVs Churchill Squadron Forward Artillery Observer 3 Churchill IVs Katyusha battery (off-table) 82mm mortar battery (offtable) Motorised Rifle Platoon Motorised Rifle Platoon all as tank riders or on foot Total Battle Rating: 38 Officers: 2 Initial Defenders Veteran Panzer Grenadier Platoon HMG team Light mortar team (with enough foxholes for the entire platoon) Panzer IV Squadron 3 Panzer IV Gs (may start the game dug-in) 80mm mortar battery (offtable) PaK-40 Battery 2 PaK-40s and crew Reinforcements (Turn 3) StuG III G Squadron 3 StuG III Gs StuG III G Squadron 3 StuG III Gs Total Battle Rating: 44 Officers: 4 151

153 6. SURROUNDED AT KOMSOMOLETS SITUATION REPORT After the 18th Tank Corps units forced a passage past 1st SS Reconnaissance Battalion, their lead unit, 1st Battalion, 170th Tank Brigade, again pressed ahead, cutting cross-country south-east. Here, the brigade s units ran directly into the SS division s artillery lines, which engaged them over open sights in a furious firefight that saw several artillery guns overrun and crushed by charging T-34s. The brigade s lead elements fought their way through to Komsomolets state farm. Under Major Ivanov, 15 tanks carrying infantry of 53rd Motorised Rifle Brigade survived the morning s running battles, pressing ever southwards. The state farm was quickly in Russian hands but, reacting to the threatening penetration, 2nd SS Panzer Grenadier Division diverted some of its Panzer units northwards, and then swung eastwards, cutting off the marauding T-34s from the rest of the following brigade. What had seemed like a potential vital breakthrough suddenly became a desperate battle for survival for the cut-off and surrounded Russian units. Facing in all directions, the T-34s were hastily dug-in, infantry fanning out between each tank as the German artillery and Nebelwerfers brought down a sustained bombardment on the Komsomolets area. Within the hour, Stukas were plunging in to wipe the state farm off the map. Clinging to the slim hope that 1st Battalion 170th Tank Brigade offered of victory, more units were directed to their relief. 2nd Battalion s tank column pushed down the railway line only to run into an anti-tank ambush that destroyed several tanks and forced the rest to retreat behind a smoke screen. Now, with the Russians trapped and softened up by artillery and bombing, 2nd SS moved to eradicate the little redoubt inside the German lines. The Russians repulsed the first attack, but after several hours of combat, all their tanks had been lost, Major Ivanov was dead (his body was later found close to his burnt out tank), and the surviving infantry fled northwards as best they could. Battle Size: Platoon THE BATTLE Play the game on a 6'x6' table. This battle takes place in the midafternoon of 12th, after the area has been hammered by artillery and air strikes, as the Germans move in to wipe out the Russian redoubt. The Germans can split their forces between three deployment zones, in the north-west, south-west and south-east corners, each in a 10" square at the corners. The Russians deploy in a 30" square area around the road junction, as shown on the map, and should be in positions for an all-round defence. 2D6 units may start the game on Ambush Fire. The Germans take the first turn. THE BATTLEFIELD This is the area south of Komsomolets state farm, just west of the main railway line where it turns southeast towards Belekhino. It is an area of wide open fields where the survivors of 170th Tank Brigade s 1st Battalion and 53rd Motor Rifles are dug-in for a hasty all-round defence. This area has been heavily fought over, so add lots of craters and wrecks (from both sides), and other detritus of the previous battles. 152

154 OBJECTIVES There is a single objective, at the road junction at Komsomolets. Neither side can claim an all objectives secured victory. SPECIAL RULES For the Motherland!: Expecting reinforcements to arrive at any time, the surrounded Russians are fighting hard to hold their precious gains. They gain a bonus D6 Battle Rating, roll before the start of the game. ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case the Russian player gets 500 points and must choose his battlegroup from the Russian Tank Corps army list. The German player gets 600 points and must choose his battlegroup from the German Panzer Division army list. RUSSIAN FORCES Forward HQ Motorised Rifle Platoon T-34 (senior commander) Maxim MG team Anti-tank rifle team T-34 Platoons 3 T-34s Motorised Rifle Platoon 3 T-34s Maxim MG team (all may start the game dug-in) Anti-tank rifle team Total Battle Rating: 35+D6 Officers: 3 GERMAN FORCES Panzer Grenadier Platoon Luftwaffe Air Control on foot Officer in SdKfz 250/3 Panzer Grenadier Platoon on foot 3 Timed Stuka Air Strikes 2 Timed 105mm barrages Panzer IV Squadron 3 Panzer IV Gs Total Battle Rating: 41 Officers: 5 Panzer III Squadron 3 Panzer III Ls 153

155 Above: Ju-87 Stukas bank in over a Russian town. (Bundesarchiv Bild 101I ) 154

156 7. COUNTER-ATTACK AT VINOGRADOVKA SITUATION REPORT By mid-afternoon, the 2nd SS Panzer Grenadier Division Das Reich had repulsed the enemy s attacks on the Corps flank, and was now ready to begin its own advance, pushing eastwards. The fighting north of their positions was still intense, and they had already been called upon to commit some of their tanks to it, around Komsomolets state farm. But the division also had its own orders. As part of its mission to link up with Army Detachment Kempfe s pushing northwards from their Rzhavets bridgehead, Das Reich was to attack eastwards, and capture the villages of Storozhevoe and Vinogradovka. Fighting in and around Storozhevoe (further north) had been heavy all day, but now the division ordered troops from 1st Battalion, 3rd SS Panzer Grenadier Regiment to attack and take Vinogradovka. The village had been a staging post for earlier Russian attacks and was held by the remnants of the Russian 26th Tank Brigade and 285th Rifle Regiment, support by 1695th Anti- Aircraft Artillery Regiment. With continued air support pinning any enemy reinforcements in place further south, the Panzer Grenadiers attacked from the west, led by tanks of 2nd SS Panzer Regiment. The fighting continued through the late afternoon and evening as the Germans cleared the village, house by house. By nightfall the Russian were pulling back and reported that the village was in German hands. Battle Size: Company THE BATTLE Play the game on a 6'x6' table. The Russian forces are defending and may deploy up to 36"(halfway) across the table from the eastern table edge. A D6 units may start on Ambush Fire. The Germans are attacking and are deployed up to 5" from the western table edge. The Germans take the first turn. THE BATTLEFIELD Vinogradovka is a scruffy village strung out along a north-south track, 155

157 represented by about seven or eight small cottages with vegetable patches and a windmill. East of the village is a large wood. There are the usual cornfields surrounding the village and another wood in the south west corner of the table, through which some of the German attackers arrive. OBJECTIVES There are three objectives on the table. Two buildings in Vinogradovka (one in the south and the windmill in the centre), and the track where it exits the table just north of the village. SPECIAL RULES Flanking Force: The German flanking force arrive from with 20" of the south-west corner, through the woods, on turn 4. ALTERNATIVE FORCES The scenario lists historical forces for the battle, but players might like to use the army lists to create their own forces from their own model collections. In this case the Russian player gets 800 points and must choose his battlegroup from the Russian Rifle Division army list. The German player gets 950 points and must choose his battlegroup from the German Panzer Division army list. GERMAN FORCES Forward HQ 2 105mm howitzers (offtable) in SdKfz 251/ mm mortars (off-table) Armoured Panzer Grenadier Timed 150mm barrage Platoon Flanking Force (Turn 4) Panzer IV Squadron Armoured Panzer Grenadier 3 Panzer IV Hs Platoon RUSSIAN FORCES AA Battery SU-76 Squadron 3 37mm AA guns with 3 SU-76s loader teams (deployed in gun pits) 45mm Anti-Tank Battery 3 45mmL66 anti-tank guns T-34 Squadrons 3 T-34s 82mm Mortar Battery 3 T-34s 2 82mm mortars and loader teams Rifle Company 1 Company HQ Total Battle Rating: 52 3 Motorised Rifle Platoons Officers: mm infantry guns 2 Maxim MG Teams Panzer III Squadron 3 Panzer III Ls Armoured Forward Observer Pz III J OP tank Panzer IV Squadron 3 Panzer IV Hs Total Battle Rating: 60 Officers: 6 156

158 APPENDIX BATTLEGROUP KURSK

159 pts BATTLE GROUP ORGANISATION CHART FRONTLINE ASSETS FORWARD HEADQUARTERS br BATTLE GROUP TYPE: TOTAL POINTS: OFFICERS: TOTAL BR: SCOUTS: pts TANKS br pts INFANTRY br pts ARTILLERY br pts DEFENCES br SUPPORT ASSETS pts LOGISTICS UNITS br pts RECONNAISSANCE UNITS br pts ENGINEER UNITS br pts ADDITIONAL FIRE SUPPORT br pts SPECIAL UNITS br 158

160 RULES REFERENCE SHEET TURN 1. Roll Orders Dice Squad 1D6+officers Platoon 2D6+officers Company 3D6+officers Battalion 4D6+officers 2. Issue First Order 3. Issue Second Order 4. Issue Third Order...etc Continue this process until all orders are issued. 5. Rally Remove pinning markers from pinned units. MOVEMENT SUMMARY TABLE Unit Off-Road On-Road Infantry 5" 5" Vehicle see vehicle data Cavalry* 8" 10" Bicycle 3" 12" Horse towed gun 4" 6" Manhandled very light gun 3" 4" Manhandled light gun 2" 3" Manhandled medium gun 1" 2" Manhandled heavy gun - - Aircraft anywhere * Once per game a cavalry may charge up to 12" BATTLE COUNTER TAKEN Unit Destroyed Any unit is destroyed, or routs, or a gun/vehicle is abandoned. Rally Remove 1D6 pinning markers for each counter taken. Under Air Attack First time a unit is attacked by an aircraft. Under Flamethrower Attack First time a unit is attacked by a flamethrower. Senior Officer Destroyed Extra counter if a destroyed unit was a Senior Officer. Out Scouted If enemy has more scout units. Enemy Captures an Objective If enemy claim an objective. Tactical Co-Ordination Attempt to use the special order. UNIT MORALE TABLE D6 D6 Roll Infantry Gun Vehicle Aircraft 1 Pinned/Rout-Surrender Abandoned Abandoned 1 Return to Base 2 Pinned/Rout-Surrender Abandoned Pinned OK 3 Pinned 2 Pinned 2 OK OK 4 OK OK OK OK 5 OK OK OK OK 6 OK 3 OK 3 OK 3 OK 3 Notes 1 Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle, or the vehicle has enemy infantry within 10 and no friendly infantry within 10" i.e. in close support). Otherwise treat as Pinned. 2 Veteran and Elite Infantry units treat this Pinned result as an OK result. 3 As well as passing the morale test, the unit is inspired to get in the action. The unit may immediately attempt a Beyond the Call of Duty test. ARTILLERY FIRE SEQUENCE Spotter Sequence 1. Request Artillery Fire 2. Priority Check 3. Communication check 4. Position spotter round 5. Roll for deviation 6. Fire for Effect Spotter Round Accuracy 1 Wild Misses by 4D6" in a random direction 2-5 Miss Misses by 2D6" in a random direction 6 Accurate Misses by 1D6" in a random direction Fire For Effect 1. Determine the number of shots 2. Roll for Barrage Accuracy 3. Allocate Direct Hits 4. Allocate Pinning Hits 5. Resolve Direct Hits 6. Resolve Pinning 7. Rounds Complete Artillery Barrage Accuracy 1 Miss No Effect 2-5 Pinning Pinning Test 6 Direct Hit Roll for damage AREA FIRE EFFECT TABLE D6 RoF Range Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft gun vehicle vehicle vehicle 9+ Short " Medium " Long " Short " Medium " Long " Short " Medium " Long " Armour Piercing shell HE from very light gun HE from light gun HE from medium gun HE from heavy gun Range has no effect on Area Fire from High Explosive or Armour Piercing shells. UNIT EXPERIENCE TEST BEYOND THE CALL OF DUTY, TAC CO-ORD & ASSAULTS Inexperienced unit: 4+ Regular unit: 3+ Veteran unit: 2+ Elite unit: 2+ COVER SAVE TABLE Infantry / Vehicle Deployed Gun Open 6+ none Soft Hard Reinforced 3+ - Hardened

161 OBSERVATION TABLE D6 Infantry in the Open Firing Infantry in the Open Obscured Infantry Firing Obscured Infantry Deployed Gun in the Open Firing automatic Deployed Gun in the Open Obscured Gun Firing Obscured Gun Vehicle in the Open Firing automatic Vehicle in the Open Obscured Vehicle Firing Obscured Vehicle Aircraft automatic Modifiers If the observing unit has the Scout special rule If the target unit is an Infantry team of 3 men or less SMALL ARMS RATE OF FIRE Weapon RoF Max Range Crew Special Rifle 1 30" - SMG 1(2)* 10" - DP Light MG 2 30" 1 man Maxim Medium MG 5 30" 2 men DShK Heavy MG 6 40" 3 men MG34 bipod mount 5 30" 2 men MG 42 bipod mount 6 30" 2 men MG34 tripod mount 7 40" 2 men MG42 tripod mount 8 40" 2 men Tank MG (bow, co-axial, etc) 3 30" Pintle mount MG 5 40" Light Autocannon 6 50" 2 men also Light HE Heavy Autocannon 8 50" 3 men also Light HE Multiple Autocannons 10 50" 2 men also 2 Light HE Multiple Medium MG mount 10 30" 3 men Man-pack Flamethrower 10 5" 1 man Open Cover save Vehicle Flamethrower 10 10" - Open Cover save * increases to 2 at under 5 but only when used with the Infantry Assault order. AIMED FIRE TO-HIT TABLE D6 Range Small Arms MGs Autocannon Flamethrower AP Shell HE Shell 0-5" " " " " " " AP Shell Modifiers Target Moved last turn -1 Target is Obscured -1 Firer Moved (or will move) this turn -1 Target is a Deployed gun -1 Ace crew +1 HE Shell Modifiers Target Moved last turn -1 Target is Obscured -1 Firer Moved (or will move) this turn -1 Ace crew +1 1s always miss, 6s always hit, regardless of modifiers. ARMOUR PENETRATION TABLE 2D6 SS O N M L K J I H G F E D C B A RESULTS Greater Than = Destroyed Target Destroyed. Must take Battle Counter. Less Than = Glancing Hit No Effect. Target must take Morale test. Equal to = Pinned Target Pinned. Must take Morale test. Double 1 = Immobilised Target Immobilised. Must take Morale counter. ANTI-TANK GRENADE ATTACKS 1 Heavy Casualties Remove 1D3 infantrymen. 2-4 Casualty Remove 1 infantryman. 5 Success - Side Armour Penetration 6 attack against side armour. 6 Success - Rear Armour Penetration 6 attack against rear armour. 160

162 GERMAN EQUIPMENT The following pages detail the game profiles for all the German armoured vehicles, soft-skinned vehicles and guns at the Battle of Kursk. For ease of reference during game-play they are repeated here. ARMOURED VEHICLES PANZER III SERIES Pz-III N Panzer III J 8" 12" - L N N 50mmL42 Turret 10 MG Co-axial - MG Bow - Panzer III L 8" 12" - L N N 50mmL60 Turret 9 MG Co-axial - MG Bow - Panzer III M 8" 12" - K N (M) N 50mmL60 Turret 9 MG Co-axial - MG Bow - Panzer III N 8" 12" - K N (M) N 75mmL24 Turret 6 MG Co-axial - MG Bow - Flammpanzer III 8" 12" - K N N Flamethrower Turret 4 MG Co-axial - MG Bow - Panzer III H 8" 12" - N N N Dummy Gun Turret - Observation Tank MG Co-axial - 161

163 PANZER IV SERIES Panzer IV E-F1 8" 12" - L N N 75mmL24 Turret 8 MG Co-axial - MG Bow - Panzer IV G 8" 12" - L N(M) N 75mmL43 Turret 9 MG Co-axial - MG Bow - Panzer IV H 8" 12" - K N(M) N 75mmL48 Turret 9 MG Co-axial - MG Bow - PANZER V Panther 10" 14" Unreliable H K L 75mmL70 Turret 8 MG Co-axial - MG Bow - PANZER VI Tiger 8" 12" - H J J 88mmL56 Turret 9 MG Co-axial - MG Bow - PANZER T-34(r) T-34/43 12" 16" Mobility K L M 76.2mmL42 Turret 10 MG Co-axial - MG Bow - PANZER II Panzer II F 8" 12" - N O O 20mmL55 Turret 18 MG Co-axial - 162

164 BORGWARD B-IV Borgward B-IV 8" 12" remote O O O Demo-charge - 1 control STURMGESCHUTZ III SERIES StuG III A-E 8" 12" - L N N 75mmL24 Hull 5 StuG III F 8" 12" - L N N 75mmL43 Hull 5 MG Pintle - StuH 42 F 8" 12" - L N N 105mmL28 Hull 4 MG Pintle - StuG III G 8" 12" - J N (M) N 75mmL48 Hull 5 MG Pintle - StuH 42 G 8" 12" - J N (M) N 105mmL28 Hull 4 MG Pintle - TANK DESTROYERS Marder II 8" 12" - N O O 75mmL46 Hull 4 Open-Topped Marder III H 8" 12" - L N O 75mmL46 Hull 4 Open-Topped MG Bow - Marder III M 9" 13" - N O O 75mmL46 Hull 3 Open-Topped MG Bow - 163

165 Marder III 9" 13" - L N O 76.2mmL54 Hull 3 (38t PaK 36r) Open-Topped MG Bow - Ferdinand 6" 9" - A J N 88mmL71 Hull 5 Hornise 8" 12" - N O O 88mmL71 Hull 4 Open-Topped SELF-PROPELLED GUNS Brummbär 8" 12" - H L (K) M 150mmL12 Hull 4 Grille H 7" 11" - L N O 150mm SiG33 Hull 2 Open-Topped Grille K 7" 11" - N O O 150mm SiG33 Hull 2 Open-Topped MG Bow - Wespe 8" 12" - N O O 105mmL28 Hull 3 Open-Topped Hummel 8" 12" - N O O 150mmL30 Hull 2 Open-Topped OTHER VEHICLES Munitions Carrier* 8" 12" - N O O * Various converted or custom-built tracked light armoured vehicles used as supply vehicles. Such as SdKfz4 (Maultier with armoured cab), Sdkfz 252, turretless PzII, Lorraine-Schlepper and turretless captured T-70.

166 ARMOURED CARS SdKfz 222 8" 24" - O O O 20mmL55 Turret 18 MG Co-axial - SdKfz 223 8" 24" - O O O MG Turret - SdKfz 232 8" 24" - N O O 20mmL55 Turret 18 MG Co-axial - SdKfz 233 8" 24" - N O O 75mmL24 Hull 3 Open-Topped SdKfz 236 8" 24" - N O O MG Bow - SDKFZ-251 SERIES SdKfz 251/1 SdKfz 251/1 12" 16" - O O O MG Pintle - Open-Topped SdKfz 251/2 12" 16" - O O O 80mm mortar Hull 6 Open-Topped SdKfz 251/3 12" 16" - O O O MG Pintle - Open-Topped 165

167 SdKfz 251/9 12" 16" - O O O 75mmL24 Hull 12 Open-Topped MG Pintle - SdKfz 251/10 12" 16" - O O O 37mmL43 Hull 15 Open-Topped MG Pintle - SdKfz 251/16 12" 16" - O O O 2 x Flame Throwers Hull 3 each Open-Topped MG Pintle - SDKFZ-250 SERIES SdKfz 250/3 SdKfz 250/1 12" 16" - O O O MG Pintle - Open-Topped SdKfz 250/3 12" 16" - O O O MG Pintle - Open-Topped SdKfz 250/7 12" 16" - O O O 80mm mortar Hull 4 Open-Topped MG Pintle - SdKfz 250/8 12" 16" - O O O 75mmL24 Hull 7 Open-Topped MG Pintle - SdKfz 250/9 12" 16" - O O O 20mmL55 PIntle 10 Open-Topped MG Co-axial - 166

168 SdKfz 250/10 12" 16" - O O O 37mmL43 Hull 10 Open-Topped MG Pintle - SdKfz 250/11 12" 16" - O O O 28mmSPzB41 Hull 16 Open-Topped MG Pintle - SOFT-SKINNED VEHICLES Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 Motorcycle and sidecar 6" 24" 1 2 Kettenkrad 14" 22" 1 2 Staff car 6" 24" 2 3 Kubelwagen 6" 24" 2 3 Schwimmwagen 6" 24" 2 3 amphibious Steyr Heavy car 6" 24" 2 5 Krupp Protze 6" 24" 2 8 Opel Blitz 6" 24" 3 12 Opel Maultier 9" 16" 3 12 RSO 9" 12" 3 10 Heavy Truck 6" 24" tonne Sdkfz 10 12" 16" tonne Sdkfz 11 12" 16" tonne Sdkfz 6 12" 16" tonne Sdkfz 7 12" 16" tonne Sdkfz 8 12" 16" tonne Sdkfz 9 12" 16" 5 - repair recovery Fiat Truck The Germans used a wide variety of medium and heavy trucks, from various manufacturers, civilian versions and captured vehicles from other nations. For civilian medium trucks treat them as an Opel Blitz. All heavy trucks have the same standard profile. AIRCRAFT Aircraft Role Hits Weaponry Fw-190F Fighter 3 2 MGs 1 cluster bomb or 1 large bomb Hs-129B Fighter Bomber 4 2 MGs 2 20mm cannons 1 37mm cannon 2 light bombs Ju-87D Dive Bomber 4 2 MGs 1 large bomb 4 small bombs Ju-87G Fighter Bomber mm cannons Hs-126 Scout Plane 2 None Fw-189A Fast Scout Plane 3 2 MGs Fieseler Storch Spotter Plane 2 None He-111 Bomber 8 5 large bombs 167

169 GERMAN GUNS MORTARS 120mm mortar WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 50mm HE 3/ mm HE 4/ mm HE 6/ AUTOCANNONS WEAPON AMMO HE EFFECT RANGE VERY LIGHT GUNS LIGHT GUNS 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 20mmL55 HE AP mmL98 HE AP WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 28mmPzB41 AP mmL43 (PaK36) HE 2/ AP mmL42 HE 3/ AP mmL60 (PaK38) HE 3/ AP WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 75mm (IG18) HE 3/ mmL24 HE 4/ AP mmL36 HE 4/ AP mmL43 HE 4/ AP mmL46 (PaK40) HE 4/ AP mmL48 HE 4/ AP mmL70 HE 4/ AP mmL42 HE 4/ AP mmL54 HE 4/ AP

170 MEDIUM GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 88mmL56 HE 4/ AP mmL71 (PaK43) HE 4/ AP mmK18 HE 5/ AP mmL28 HE 5/ mmL42 HE 5/ mmL23 HE 6/ mmL12 (SiG33) HE 7/ mmL30 HE 7/ mm Nebelwerfer HE 6/ HEAVY GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 170mmL50 HE 6/ mmL31 HE 7/ mm Nebelwerfer HE 6/ mm Nebelwerfer HE 8/

171 170 BATTLEGROUP KURSK

172 RUSSIAN EQUIPMENT The following pages detail the game profiles for all the Russian armoured vehicles, soft-skinned vehicles and guns at the Battle of Kursk. For ease of reference during game play they are repeated here. ARMOURED VEHICLES LIGHT TANKS T-70 light tank T-60 12" 19" - M N O 20mm Turret - MG Co-axial - T-70 10" 15" - K N O 46mmL46 Turret 7 MG Co-axial - KV SERIES KV-1E 6" 10" Unreliable H K L 76.2mmL42 Turret 11 MG Co-axial - MG Bow - MG Turret (rear) - KV-1S 8" 12" - J K M 76.2mmL42 Turret 11 MG Co-axial - MG Bow - MG Turret (rear) - KV-2 4" 8" Unreliable H K L 152mmL24 Turret 3 MG Co-axial - MG Bow - MG Turret (rear) - 171

173 T-34 T-34/43 12" 16" T-34 Mobility K L M 76.2mmL42 Turret 10 MG Co-axial - MG Bow - SELF-PROPELLED GUNS SU-76M 9" 14" - N O O 76.2mmL54 Hull 6 Open-Topped SU " 16" - L M N 122mmL23 Hull 4 SU " 14" - J K L 152mmL29 Hull 3 BM " 14" - M O O 132mm rocket Hull 3 launcher SU-152 animal-killer ARMOURED CARS BA-10 8" 24" - N O O 37mmL45 Turret 10 MG Co-axial - MG Bow - BA-64 8" 24" - N O O LMG Turret - Open-Topped 172

174 LEND-LEASE VEHICLES Bren Carrier 16" 24" - O O O LMG Hull - Open-Topped M5 Halftrack 12" 16" O O O MG Pintle - Open-Topped M3A1 White 8" 24" - O O O MG Pintle - Scout Car Open-Topped LEND-LEASE TANKS M3 Grant 8" 13" - L M O 37mmL53 Turret 14 75mmL30 Hull 5 MG Turret - MG Co-axial - MG Bow - Matilda II 5" 8" - K K L 2 pdr Turret 9 MG Co-axial - Valentine III 5" 8" - K K L 2 pdr Turret 8 MG Co-axial - Churchill III/IV 5" 8" - I J J 6 pdr Turret 6 MG Co-axial - MG Bow - M3A1 Stuart 12" 18" - L M M 37mmL53 Turret 12 MG Co-axial - MG Bow - 173

175 RUSSIAN GUNS MORTARS 120mm mortar crew WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 50mm HE 3/ mm HE 4/ mm HE 6/ AUTOCANNONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 20mm HE AP mmL60 HE AP VERY LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 37mmL45 HE 2/ AP mmL46 HE 3/ AP mmL66 HE 3/ AP mmL73 (Zis 2) HE 3/ AP LIGHT GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 76.2mmL16 HE 4/ mmL26 HE 4/ AP mmL30 HE 4/ AP mmL42 HE 4/ AP mmL54 (Zis 3) HE 4/ AP

176 MEDIUM GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 85mmL54 HE 4/ AP mmL23 HE 6/ AP mmL46 HE 6/ AP mmL24 HE 7/ mmL29 HE 7/ AP mm Rocket HE 6/ HEAVY GUNS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 203mmL49 HE 8/ INFANTRY ANTI-TANK WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" PTRD anti-tank rifle AP AIRCRAFT WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 82mm Rocket HE 3/ PTAB Bomb HE 6/ LEND-LEASE WEAPONS WEAPON AMMO HE EFFECT RANGE 0-10" 10-20" 20-30" 30-40" 40-50" 50-70" 37mmL53 HE 2/ (v. light) AP mmL30 HE 4/ (light) AP pdr (v. light) AP pdr (v. light) HE 3/ AP

177 SOFT-SKINNED VEHICLES Movement Hits Transport Special Off-Road Road Capacity Motorcycle 6" 24" 1 1 Motorcycle and sidecar 6" 24" 1 2 Gaz 67B Jeep 6" 24" 2 3 Staff car 6" 24" 2 3 Willy s Jeep 6" 24" 2 3 Civilian medium truck 6" 24" 2 10 Gaz AA Truck 6" 24" 2 10 Zis-5V Truck 6" 24" 3 10 Gaz AAA Truck 6" 24" 3 12 Zis-42M Truck 12" 16" tonne truck 6" 24" 3 15 Yag-10/12 heavy truck 6" 24" 4 20 Gaz 55 ambulance 6" 24" 2 - medic Komsomolet tractor 12" 16" 1 1 light gun Komintern tractor 12" 16" 3 1 medium gun Voroshilovets tractor 12" 16" 5 1 heavy gun Horse drawn wagon 4" 6" Horse and limber 4" 6" 2 1 gun Lend-lease Willys Jeep The failure of the lend-lease scheme to provide combat-worthy tanks saw the Russians request that its allies provide more trucks instead. Jeeps and Studebaker trucks became commonplace, and eventaully provided the Red Army with the majority of its motorised transport and light gun tows. In 1943, horse-power was still relied upon, especially in the Rifle divisions. AIRCRAFT IL-2 Sturmovik Aircraft Role Hits Weaponry IL-2 Fighter Bomber 4 4 MGs 8 82mm rockets, or 4 small bombs, or 2 PTAB bombs, or 2 37mm cannons PE-2 Dive Bomber 4 2 MGs 4 medium bomb, or 8 small bombs Yak 1 or 9 Fighter 3 20mm cannon 2 small bombs P-39 Aircobra Fighter 3 37mm cannons 2 MGs 2 small bombs PO-2 Scout Plane 2 1 MG IL-4 Bomber 6 5 large bombs 176

178 AIR ATTACK MINE STRIKE MINE STRIKE CONFUSION CONFUSION AMMO LOW AMMO LOW BREAK DOWN BREAK DOWN BEYOND THE CALL OF DUTY BEYOND THE CALL OF DUTY AIR ATTACK AIR ATTACK AIR ATTACK AIR ATTACK 177

179

180

181 NOTES 180

182 OBSERVATION TABLE D6 Infantry in the Open Firing Infantry in the Open Obscured Infantry Firing Obscured Infantry Deployed Gun in the Open Firing automatic Deployed Gun in the Open Obscured Gun Firing Obscured Gun Vehicle in the Open Firing automatic Vehicle in the Open Obscured Vehicle Firing Obscured Vehicle Aircraft automatic Modifiers If the observing unit has the Scout special rule If the target unit is an Infantry team of 3 men or less.. -1 SMALL ARMS RATE OF FIRE Weapon RoF Max Range Crew Special Rifle 1 30" - SMG 1(2)* 10" - DP Light MG 2 30" 1 man Maxim Medium MG 5 30" 2 men DShK Heavy MG 6 40" 3 men MG34 bipod mount 5 30" 2 men MG 42 bipod mount 6 30" 2 men MG34 tripod mount 7 40" 2 men MG42 tripod mount 8 40" 2 men Tank MG (bow, co-axial, etc) 3 30" Pintle mount MG 5 40" Light Autocannon 6 50" 2 men also Light HE Heavy Autocannon 8 50" 3 men also Light HE Multiple Autocannons 10 50" 2 men also 2 Light HE Multiple Medium MG mount 10 30" 3 men Man-pack Flamethrower 10 5" 1 man Open Cover save Vehicle Flamethrower 10 10" - Open Cover save * increases to 2 at under 5", but only when used with the Infantry Assault order. AIMED FIRE TO-HIT TABLE D6 Range Small Arms MGs Autocannon Flamethrower AP Shell HE Shell 0-5" " " " " " " AP Shell Modifiers Target Moved last turn -1 Target is Obscured -1 Firer Moved (or will move) this turn -1 Target is a Deployed gun -1 Ace crew +1 HE Shell Modifiers Target Moved last turn -1 Target is Obscured -1 Firer Moved (or will move) this turn -1 Ace crew +1 1s always miss, 6s always hit, regardless of modifiers. ARMOUR PENETRATION TABLE 2D6 SS O N M L K J I H G F E D C B A RESULTS Greater Than = Destroyed Target Destroyed. Must take Battle Counter. Less Than = Glancing Hit No Effect. Target must take Morale test. Equal to = Pinned Target Pinned. Must take Morale test. Double 1 = Immobilised Target Immobilised. Must take Morale test. ANTI-TANK GRENADE ATTACKS 1 Heavy Casualties Remove 1D3 infantrymen. 2-4 Casualty Remove 1 infantryman. 5 Success - Side Armour Penetration 6 attack against side armour. 6 Success - Rear Armour Penetration 6 attack against rear armour.

183 RULES REFERENCE SHEET TURN 1. Roll Orders Dice Squad 1D6+officers Platoon 2D6+officers Company 3D6+officers Battalion 4D6+officers 2. Issue First Order 3. Issue Second Order 4. Issue Third Order...etc Continue this process until all orders are issued. 5. Rally Remove pinning markers from pinned units. MOVEMENT SUMMARY TABLE Unit Off-Road On-Road Infantry 5" 5" Vehicle see vehicle data Cavalry* 8" 10" Bicycle 3" 12" Horse towed gun 4" 6" Manhandled very light gun 3" 4" Manhandled light gun 2" 3" Manhandled medium gun 1" 2" Manhandled heavy gun - - Aircraft anywhere * Once per game cavalry may charge up to 12" BATTLE COUNTER TAKEN Unit Destroyed Any unit is destroyed, or routs, or a gun/vehicle is abandoned. Rally Remove 1D6 pinning markers for each counter taken. Under Air Attack First time a unit is attacked by an aircraft. Under Flamethrower Attack First time a unit is attacked by a flamethrower. Senior Officer Destroyed Extra counter if a destroyed unit was a Senior Officer. Out Scouted If enemy has more scout units. Enemy Captures an Objective If enemy claim an objective. Tactical Co-Ordination A senior officer attempts to use the special order. UNIT MORALE TABLE D6 D6 Roll Infantry Gun Vehicle Aircraft 1 Pinned/Rout-Surrender Abandoned Abandoned 1 Return to Base 2 Pinned/Rout-Surrender Abandoned Pinned OK 3 Pinned 2 Pinned 2 OK OK 4 OK OK OK OK 5 OK OK OK OK 6 OK 3 OK 3 OK 3 OK 3 Notes 1 Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle, or the vehicle has enemy infantry within 10" and no friendly infantry within 10" i.e. in close support). Otherwise treat as Pinned. 2 Veteran and Elite Infantry units treat this Pinned result as an OK result. 3 As well as passing the morale test, the unit is inspired to get into the action. The unit may immediately attempt a Beyond the Call of Duty test. ARTILLERY FIRE SEQUENCE Spotter Sequence 1. Request Artillery Fire 2. Priority Check 3. Communication check 4. Position spotter round. 5. Roll for deviation 6. Fire for Effect Spotter Round Accuracy 1 Wild Misses by 4D6" in a random direction 2-5 Miss Misses by 2D6" in a random direction 6 Accurate Misses by 1D6" in a random direction Fire For Effect 1. Determine the number of shots 2. Roll for Barrage Accuracy 3. Allocate Direct Hits 4. Allocate Pinning Hits 5. Resolve Direct Hits 6. Resolve Pinning 7. Rounds Complete Artillery Barrage Accuracy 1 Miss No Effect 2-5 Pinning Pinning Test 6 Direct Hit Roll for damage AREA FIRE EFFECT TABLE - D6 RoF Range Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft gun vehicle vehicle vehicle 9+ Short " Medium " Long " Short " Medium " Long " Short " Medium " Long " Armour Piercing shell HE from very light gun HE from light gun HE from medium gun HE from heavy gun Range has no effect on Area Fire from High Explosive or Armour Piercing shells. UNIT EXPERIENCE TEST BEYOND THE CALL OF DUTY, TAC CO-ORD & ASSAULTS Inexperienced unit: 4+ Regular unit: 3+ Veteran unit: 2+ Elite unit: 2+ COVER SAVE TABLE Infantry / Vehicle Deployed Gun Open 6+ none Soft Hard Reinforced 3+ - Hardened 2+ -

184 AIR ATTACK MINE STRIKE MINE STRIKE CONFUSION CONFUSION AMMO LOW AMMO LOW BREAK DOWN BREAK DOWN BEYOND THE CALL OF DUTY BEYOND THE CALL OF DUTY AIR ATTACK AIR ATTACK AIR ATTACK AIR ATTACK

185

186 TM 1943, KURSK... Still the greatest tank battle in history and the last strategic offensive of the German Army on the Eastern Front. Kursk was their final effort to break the Red Army and win World War II, and saw two weeks of savage fighting across the rolling steppes of southern Russia. Within you will find all you need to recreate those epic battles with 20mm or 15mm miniatures. PUBLISHING RULES Easy-to-learn, fast-to-play, hardto-master gaming rules with an authentic feel for the combined-arms warfare of the period, utilising the innovative Battle Rating system. BACKGROUND An overview of the Battle of Kursk, providing the background to your games, along with a detailed timeline for the principle combat operations. ARMY LISTS Army Lists designed to play with the character of the four main combat formations: German Panzer and German Infantry Divisions, Russian Tank Corps and Russian Rifle Divisions. SCENARIOS Six endlessly re-usable general scenarios and a short campaign, the Inglorious 12th July for the fierce tank battles south of Prokhorovka, including seven historical battles to re-fight and one mega-game. PAINTING GUIDES Inspiring and informative painting and modelling sections and step-bystep guides to painting the vehicles of the battle, each described to three different levels of finish. Plus, a guide to building a Kursk wargames table.

187 Kursk ADDITIONAL UNIT SPECIAL RULES These a few special rules for units in Battlegroup Kursk that aren t covered in the main rulebook. Fight Damn You! The presence of an NKVD political officer bolsters the morale of the troops (or instills fear). If a Russian battlegroup includes an NKVD officer, then before the start of the game roll a D6 and add the result to the battlegroup s Battle Rating. Mine Dog As an interim anti-tank measure, the Red Army trained dogs, with anti-tank mines harnessed to them, to run under German tanks. Predictably, they were not very effective, and resulted in a standing orders for German soldiers to shoot dogs. At close assault range (5 ) an anti-tank Mine Dog may attack a German vehicle by using the Infantry Assault order, then rolling a D6. Each dog can only be used once! Mine Dog Attack Table 1 Damn You Shepski! The dog scores a hit against the rear armour of the closest Russian armoured vehicle within 10 of the dog. 2-4 Casualty The dog is killed by defensive fire; remove it from play. 5 Hit! The dog scores a hit against the vehicle s side armour, with an armour penetration value of 4. 6 Critical Hit! The dog scores a hit against the vehicle s rear armour, with an armour penetration value of 4. Stal! Stal! Stal! At Kursk, standing orders for Russian tank crews were to close with the enemy rapidly, fire on the move and attempt to engage the enemy tanks at point blank range. The crews carried out the orders with reckless bravery in headlong charges, whilst suffering heavy losses to the enemy s long range guns. Russian light, medium or lend-lease tanks may use the Stal! Stal! Stal! rule (as noted in the Army Lists). Instead of ordering each vehicle individually as normal, the Russian player may choose to use a special order, declare Stal! Stal! Stal! and can then use D6 light, medium or lend-lease tanks instead of just one. Roll the D6 each time Stal! is declared. It can be used multiple times in a turn, but individual vehicles can only benefit once per turn. Each tank ordered using the Stal! Stal! Stal! special rule must then take two normal Moves (which must be towards an enemy unit or their opponent s table edge) and can then take a single Area Fire shot (with high-explosive or small arms). The Stal! Stal! Stal! rule does not apply to Russian heavy tanks, assault guns, or any dug-in tank. These must be given an Order using the normal rules. T-34 Mobility One of the T-34 s many assets was its good suspension system and its low ground pressure due to its wide tracks, allowing it greater mobility than other tanks of its size and weight. When rolling for crossing difficult terrain and obstacles, a T-34 may re-roll the D6 if it wishes. The Russian player may always take the lower of the two dice rolls.

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