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