PLAYER'S NOTES

The player of Kursk will find two important mechanisms which distinguish it from other games of this period: the extensive use of combat modes and an unusual system for combat resolution. While the use of modes is certainly not unique to this game, it is as important in Kursk as the formation rules commonly found in pre-twentieth century simulations. The modes in which both at­ tacker and defender place their forces will strongly influence not only movement but also combat results and exploitation by armored formations. The combat results table, on the other hand, is unique. It forces the attacker to use relatively large forces in order to obtain a favorable result; the ap­ parent ratio of the opposing forces is less important. However, the outcome will be greatly modified by the size of the defending stack (more steps provide both more staying power and more favorable combat results), the defensive position and terrain, and by the modes of both forces. In general, the combat results obtained are what one would normally expect, in spite of the fact that the means of calculating the results are different from those used in other games.

The strategy and tactics for each side are, of course, different for each scenario. However, a study of the historical scenario provides a useful insight into the game system. These lessons can be employed in the other scenarios and are summarized below.

German Player

The only realistic strategic options for the German player are determinations of the exact points of attack. The set-up positions favor attacks into the shoulders of the salient, as was done historically. While this entails confronting the heart of the Soviet defense, any breakthroughs threaten Kursk and all of the forces in the salient. Attacks further west along the salient will meet with less initial resistance, but usually allow the Soviet player more time to mobilize his reserves. Attacks aimed in an easterly direction from the shoulders look promising, since they threaten to cut off most of the Soviet army; again, these attacks move directly into the path of easily mobilized reserves. While the historical approach often holds the most promise, players should feel free to experiment.

German tactics are succinctly stated: attack until the armored and mechanized divisions are depleted. On the first turn, place all units in Assault Mode and attack Soviet strong points during both combat phases. Step losses will be high; ideally, as many losses as possible should be taken from infantry units. If possible, each attack should be made with two armored corps, although a single full corps will suffice in a pinch. Try and keep a corps (or some units in independent com­ mand) in Mobile Mode, so that optimal exploitation can be made during the Mechanized Movement Phase. If necessary, use overrun attacks to remove weak blocking units, since it is crucial at this time to exploit fearlessly. By the end of the first turn, breakthroughs should have been forced on both sides of the salient and preparations made to confront the second line of resistance. Depleted armored units should be built up with replacement steps. Finally, any available armored units in the far southern and northern corps should be placed in independent command and rushed to the front.

Once the first line of trenches is breached, more tactical possibilities will present themselves. The German player should carefully examine the terrain in search of any weaknesses. He should note that during the first Movement Phase, he can use infiltration tactics along, but not across, trench lines; this is the ideal method for surrounding and destroying carelessly placed defenders. Aside from this, the German player should attack strongly, using Assault Mode with some back-up mobile units to displace the second line of defense. It may also be wise at this time to break down infantry units into Kampfgruppen, which will later serve to hold the flanks of the penetration; armored units will be needed elsewhere.

When free of the trench lines, infiltration tactics combined with Mobile Mode attacks should be most effective. The Soviet line should be badly stretched at this point, providing many opportunities for judicious infiltration. Most German armored forces should be in Mobile Mode, in order to exploit the breakthroughs likely to occur once the Soviet player is deprived of good defensive terrain. Assault Mode should only be used for reducing large unavoidable concentrations. With luck, these tactics will allow the German forces to reach the outskirts of Kursk (and perhaps into Kursk itself) before the arrival of Soviet reinforcements and depletion of the panzers grind the offensive to a halt.

Headquarters units serve a dual purpose for the Germans. They are crucial to play in that they pro­ vide supply and communication to all units; in a sense, headquarters direct front-line traffic. The headquarters also possess artillery and anti-tank capability. The German player should use at least the artillery strength of his headquarters when conducting his offensive; at the same time, he can­ not leave a headquarters unit in an exposed position. The loss of a single headquarters unit will seriously undermine the German attack; losses of more than one such unit will cripple that attack. The German player cannot always place head­ quarters units in front-line positions under armored units because this may prevent other units from absorbing. losses. How the German player balances his front-line units will be one of the keys to victory or defeat.

Soviet Player

The onus is upon the Soviet player to prevent the German from finding any fruitful axis of attack; the Soviet position is very fragile and a single misplacement can result in a lost game. The strategic choice for the Soviets is whether to defend strongly or to counterattack. Such counterattacks should be launched on the flanks, using local reserves, against the relatively weak German line. However, the enemy occupies good defensive terrain in these areas and it is recommended that such attacks be abandoned if not initially successful. If the Soviet player is fortunate enough to breach those enemy trenches, the counterattacks should be pressed ruthlessly in order to relieve German · pressure on the salient. A simpler and sounder line of play is to move all reserves into defensive posi­ tions ahead of the German line of advance. With proper play, these units should arrive just in time to save the day. It's your game; choose your strategy.

The initial set-up should have artillery and anti­ tank units sprinkled liberally among the units likely to be destroyed by the initial German attack; remember that the first nine artillery and anti-tank units to be removed from play will be "resurrected" and placed with the reserve units. The front line should consist of strong stacks (five or more steps, if possible) stationed no more than two hexes apart. Place a screen·of weaker units two hexes back; they cannot be attacked during the second combat segment and will serve to limit the ex­ tent of any German penetration. Keep a close watch on the terrain, looking for additional defensive column shifts provided by woods, hills, depressions and rivers. Static Mode is de rigueur in the trenches; Mobile Mode should only be used for rapid redeployment or retreat.

Once the German player has penetrated the first row of entrenchments, defense becomes more difficult. Weak and depleted units currently holding the line must be reinforced and a new secondary defensive line (two hexes back) must be emplaced. However, the German player now has the ability to infiltrate along trench lines and surround poorly positioned units; such free avenues of advance must be blocked.

As the (hopefully) orderly retreat continues, use terrain to your advantage and stay in Static Mode in the trenches. Once pushed out of the trenches, Mobile Mode may be preferable. At the same time, a continuous line (with a suitable secondary line) is virtually indispensable, since the Germans can now infiltrate freely.

In general, the Soviet player must force the Ger­ man to deplete his armored formations. To do so, the Soviet player must be prepared to take very high losses and should not be discouraged by the size of his "dead pile." In good defensive terrain, it is usually best to stand and fight, even with very weak stacks, forcing the German player to attack repeatedly and sustain additional losses.

In Summary

Kursk is a game which requires planning ability and patience on the part of both players. The Ger­ man player will often be faced with a solid Soviet line, which, almost as often, he can break. The Soviet player will usually be faced with staggering casualties and German breakthroughs, but his reserves and the limitations on advance after com­ bat can usually hold off disaster. Players will find Kursk a very tense game, but, should worse come to worst, should not be afraid to resign if the situation is hopeless. Unless the players are exploring historical alternatives, there is no need to play out an already decided game.

The German player should attack until he has nothing left and the Soviet player should defend to the last man. Proper execution of these tactics re­ quires a grim frame of mind; Kursk was decidedly such a battle.

 

James Smolen